Gaming Machines
Patent Information
- Application Number
- JP2022183910
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-17
- Publication Date
- 2025-02-27
- Estimated Expiration
- 2042-11-17
AI Technical Summary
【0008】 本発明によれば、遊技媒体の進行が阻害される事態を防止することが可能となる。
Smart Images

Figure 0007637098000001 
Figure 0007637098000002 
Figure 0007637098000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine equipped with a molded product. [Background technology]
[0002] Conventionally, a gaming machine equipped with a molded part is known (see Patent Document 1). In this gaming machine, an operation button is provided as the molded part. In particular, the operation button has an extrusion pin mark arranged on the lower end surface of the body. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2021-122654 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional gaming machines, if extrusion pin marks are located on the inner surface of a molded product that includes a passage for the gaming medium, there is a risk that the progress of the gaming medium passing through the passage may be impeded. An object of the present invention is to prevent a situation in which the progress of game media is impeded. [Means for solving the problem]
[0005] In order to achieve the above object, a gaming machine according to a first aspect of the present invention comprises a molded article including a passage for a gaming medium, The molded product includes a front plate and a pair of wall plates provided on the rear surface of the front plate, the passage is formed between the pair of wall plates, and the passage is formed on the rear surface of the front plate. The present invention is characterized in that a pin mark of the ejector pin is disposed at a position avoiding the inner surface of the passage. In the gaming machine according to the first invention, there are no pin marks on the inner surface of the passage through which the gaming medium passes. This means that the progress of the gaming medium passing through the passage is not hindered by pin marks. Therefore, it is possible to prevent a situation in which the progress of the gaming medium passing through the passage is hindered. Here, the molded product corresponds to the game ball payout device 440 according to Examples 1 to 3 and the attacker unit according to Example 6, which will be described later. The passage corresponds to the game ball waiting passage R1 according to Examples 1 to 3 and the game ball passage according to Example 6, which will be described later. The pin mark corresponds to the pin mark PS, which will be described later.
[0006] In a second aspect of the present invention, in the gaming machine according to the first aspect of the present invention, A plurality of the pin marks are formed so as to sandwich the passage. Characterized by 。 Effect of the Invention
[0008] According to the present invention, it is possible to prevent a situation in which the progress of the game medium is impeded. [Brief description of the drawings]
[0009] [Figure 1] 1 is a perspective view showing the overall configuration of a pachinko machine. [Diagram 2] FIG. 2 is a diagram showing the front of the game board, and diagrammatically illustrates parts particularly necessary for explanation. [Diagram 3] FIG. 2 is a block diagram showing the configuration of a control system of a pachinko machine. [Figure 4] 2 is an address map of a memory area used by the CPU 210. [Diagram 5] FIG. 13 is a diagram showing the contents of the game state. [Figure 6] FIG. 11 is a diagram showing the winning probabilities for various lotteries. [Figure 7] FIG. 11 is a diagram showing the types of winnings in various lotteries. [Figure 8] FIG. 13 is a diagram showing the variation time of special symbols selected and set during the occurrence of each game state. [Figure 9] A diagram showing the transition of game states. [Figure 10] 13 is a flowchart showing a CPU initialization process. [Figure 11] 10 is a flowchart showing an initialization process when power is restored. [Figure 12] 13 is a flowchart showing a main loop process. [Figure 13] 13 is a flowchart showing a save process at the time of power interruption. [Figure 14] 13 is a flowchart showing a timer interrupt process. [Figure 15] 13 is a flowchart showing a dynamic port output process. [Figure 16] 13 is a flowchart showing a performance display device output process. [Figure 17] 13 is a flowchart showing a setting-related process. [Figure 18] 13 is a flowchart showing a switch management process. [Figure 19] 13 is a flowchart showing the normal starting ball detection process. [Figure 20] FIG. 1 is a flowchart showing the starting ball detection process. [Figure 21] This is a flowchart showing the starting ball detection process for Special Chart 2. [Figure 22] 13 is a flowchart showing a special pattern random number acquisition process. [Figure 23] 13 is a flowchart showing a special game management process. [Figure 24] A flowchart showing special game management processing for Special Chart 2. [Diagram 25] This is a flowchart showing the special game management processing of Special Figure 1. [Figure 26] 13 is a flowchart showing the special game management process when a prize is won. [Figure 27] 13 is a flowchart showing the special chart change waiting process. [Figure 28] 13 is a flowchart showing processing during special chart change. [Figure 29] A flowchart showing processing while a special chart is stopped. [Diagram 30] A flowchart showing the processing before the large prize opening is opened. [Diagram 31] A flowchart showing the large prize opening control process. [Diagram 32] 13 is a flowchart showing a special electric service opening / closing switching process. [Diagram 33]A flowchart showing the large prize opening closure validity process. [Diagram 34] A flowchart showing the waiting process for the end of the large prize opening. [Diagram 35] This is a flowchart showing the processing before the large prize opening is opened when a small win occurs. [Diagram 36] A flowchart showing the process for controlling the opening of the large prize opening when a small win occurs. [Figure 37] 13 is a flowchart showing a special electric service opening / closing switching process. [Figure 38] A flowchart showing the effective process of closing the large prize opening when a small win occurs. [Figure 39] A flowchart showing the waiting process for the end of the large prize opening when a small win occurs. [Diagram 40] 13 is a flowchart showing a normal game management process. [Diagram 41] 13 is a flowchart showing the normal game management process. [Diagram 42] A flowchart showing the normal game management processing when a prize is won. [Diagram 43] 13 is a flowchart showing the process of waiting for a change in the map. [Diagram 44] 13 is a flowchart showing processing during normal map changes. [Diagram 45] 13 is a flowchart showing processing during normal map stop. [Figure 46] This is a flowchart showing the processing before opening normal electric devices. [Figure 47] 13 is a flowchart showing the normal electric feature release control process. [Figure 48] 13 is a flowchart showing normal electric utility opening and closing switching processing. [Figure 49] This is a flowchart showing the normal electric feature closure activation process. [Figure 50] This is a flowchart showing the waiting process for the end of normal electric device opening. [Figure 51] 13 is a flowchart showing a performance display device control process. [Figure 52] 13 is a flowchart showing a sub timer interrupt process. [Diagram 53] 13 is a flowchart showing a command analysis process. [Figure 54] 13 is a flowchart showing a hold command receiving process. [Figure 55] 13 is a flowchart showing a read-ahead command receiving process. [Figure 56] 13 is a flowchart showing a variable command receiving process. [Figure 57] 13 is a flowchart showing a stop command receiving process. [Figure 58] 13 is a flowchart showing an opening command receiving process. [Figure 59] 13 is an exploded oblique view of the game ball payout device 440. FIG. [Figure 60] FIG. 11 is a perspective view showing the rear side of a cover member 470 according to the first embodiment. [Figure 61] FIG. 11 is a perspective view showing the rear side of a cover member 470 according to the second embodiment. [Figure 62] FIG. 11 is a rear view of a cover member 470 according to the third embodiment. [Figure 63] 2 is a perspective view showing the front side of the game board 11. FIG. [Figure 64] 13 is a perspective view showing a state in which the outer rail 530 is removed from the rail base 520. FIG. [Figure 65] FIG. 7 is a perspective view of a decorative member 700. [Figure 66] 4A to 4C are diagrams showing the configuration of the ball return prevention mechanism 14. [Figure 67] FIG. 2 is a diagram showing a rotating member 14a in a first state. [Figure 68] FIG. 4 is a diagram showing a rotating member 14a in a second state. [Figure 69] FIG. 13 is a diagram showing a rotating member 14a in a third state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, a pachinko machine 1 is used as a gaming machine according to the present invention. (Overall configuration of pachinko machine 1) First, the overall configuration of the pachinko machine 1 will be described. FIG. 1 is a perspective view showing the overall configuration of a pachinko machine. The pachinko machine 1 is configured to include an outer frame unit 2, an inner frame unit 3, an integrated door unit 4, and a game board unit 10. The outer frame unit 2, the inner frame unit 3, and the integrated door unit 4 are fixed to one another via a hinge mechanism. This allows the inner frame unit 3 to be opened and closed relative to the outer frame unit 2. The integrated door unit 4 can be opened and closed relative to both the inner frame unit 3 and the outer frame unit 2. The outer frame unit 2 is configured to include a rectangular frame body (outer frame). The outer frame of the outer frame unit 2 is fixed to an island facility of a game center. The inner frame unit 3 is configured to include a rectangular frame body (inner frame). The inner frame unit 3 is disposed inside the outer frame unit 2. The integrated door unit 4 is formed in a rectangular door shape. The door unit 4 has a transparent plate 4a disposed in the approximate center, a decorative portion 4b disposed around the transparent plate 4a, a receiving tray unit 5 disposed below the transparent plate 4a, and a launch handle 6 disposed to the side of the receiving tray unit 5. The transparent plate 4a is formed in a flat plate shape from a transparent material such as resin or glass. The decorative portion 4b is formed from a transparent or translucent resin material and has a shape that bulges forward. At each corner on the upper side of the decorative portion 4b, a sound release portion 4c is provided with a speaker 22 (see FIG. 3) disposed therein. Each sound release portion 4c is provided with a plurality of sound release holes that pass through the sound output by the speaker 22. In addition, a frame lamp 20 (see FIG. 3) is disposed on the decorative portion 4b. The frame lamp 20 is configured to include a plurality of light-emitting elements (LEDs) that are driven by dynamic lighting control.
[0011] The tray unit 5 has a tray 5a for receiving game balls (loan balls and prize balls), and an effect button 5b and a rotary selector 5c disposed in front of the tray 5a. The performance button 5b is formed in a roughly cylindrical shape and is arranged so as to protrude upward from the tray unit 5. The performance button 5b can be pressed (pushed downward) by the player. A first operation detection switch 24 (see FIG. 3) that detects the pressing of the performance button 5b is arranged inside the tray unit 5. The first operation detection switch 24 outputs a first operation signal to the performance control board 300 (see FIG. 3) every time the performance button 5b is pressed. The rotary selector 5c (so-called "jog dial") is formed in a roughly cylindrical shape and is disposed so as to surround the performance button 5b. The rotary selector 5c can be rotated by the player (rotated around the cylindrical axis). A second operation detection switch 25 (see FIG. 3) that detects the rotation operation of the rotary selector 5c is disposed inside the receiving tray unit 5. The second operation detection switch 25 outputs a second operation signal to the performance control board 300 each time the rotary selector 5c is rotated by a predetermined angle (for example, 60[°]).
[0012] In addition, a loan operation unit 7 is disposed on the upper surface of the tray unit 5. The loan operation unit 7 has a ball loan button 7a, a return button 7b, and a degree display device 7c. Here, the pachinko machine 1 is communicably connected to a CR unit (not shown) that can read and update information recorded on a prepaid card. When a prepaid card (not shown) is inserted into the CR unit, the remaining number of points of the valuable medium recorded on the prepaid card inserted into the CR unit is displayed on the point display device 7c. In addition, when the ball loan button 7a is operated while the prepaid card is inserted in the CR unit, a predetermined number of game balls are paid out to the tray 5a. At this time, the remaining number of points of the valuable medium recorded in the prepaid card is updated according to the number of game balls paid out, and the updated remaining number of points of the valuable medium is displayed on the point display device 7c. Furthermore, when the return button 7b is operated while a prepaid card with remaining points of valuable medium is inserted in the CR unit, the prepaid card is returned from the CR unit. Here, the prepaid card may be, for example, a magnetic storage medium, a medium with a built-in storage IC, or the like. The launch handle 6 can be rotated by the player. Inside the launch handle 6, a launch volume 410 (see FIG. 3) is provided to detect the angle at which the launch handle 6 is rotated. The launch volume 410 outputs a detection signal corresponding to the detected angle to the payout control board 400 (see FIG. 3).
[0013] (Configuration of game board unit 10) Next, the configuration of the game board unit 10 will be described. FIG. 2 shows the front of the game board, and is a schematic diagram showing parts particularly necessary for explanation. The game board unit 10 is supported by the inner frame unit 3. Specifically, the game board unit 10 is attached to the inside of the inner frame of the inner frame unit 3. This allows the game board unit 10 to be disposed on the rear side of the integrated door unit 4. The player can then view the game board 11 (play area 30) described later through the transparent plate 4a. In this embodiment, the game area 30 described later is configured between the rear side of the transparent plate 4a and the front side of the game board 11. As shown in FIG. 2, the game board unit 10 includes a set board (not shown), a game board 11 attached to the set board, and various presentation devices (main image display device 31, sub image display device 32, movable body unit, etc.) attached to the set board. The set plate is formed in a box shape with an open front side, and an opening formed as a through hole is provided in the approximate center of the rear plate of the set plate. The game board 11 is attached to the front side of the set plate. The game board 11 is made of resin and formed into a flat plate. An opening (not shown) consisting of a through hole is provided in the approximate center of the game board 11. The player can view the display screen 31a of the main image display device 31 through the opening provided in the game board 11 and the opening provided in the set plate. A game area 30 is formed around the opening on the front side of the game board 11, through which game balls shot out in response to the rotation of the launch handle 6 flow down. In the game area 30, a left path formed on the left side of the main image display device 31 and a right path formed on the right side of the main image display device 31 are configured as paths through which the game balls flow down. Furthermore, a board lamp 21 (see FIG. 3) is provided in the play area 30 of the game board 11. The board lamp 21 includes a plurality of light-emitting elements (LEDs) that are driven by dynamic lighting control.
[0014] The main image display device 31 is attached to the back side of the set board. The main image display device 31 is composed of a variable display device such as a liquid crystal display, a CRT (Cathode Ray Tube) display, etc. The main image display device 31 has a display screen 31a capable of displaying a performance image. The display screen 31a can be configured to have a performance pattern display area A (not shown) corresponding to the special pattern 1 display device (first special pattern) described below, and a performance pattern display area B (not shown) corresponding to the special pattern 2 display device (second special pattern) described below. Each performance pattern display area A, B is composed of three first performance pattern display areas a1 to a3 in which a first performance pattern z1 (not shown) is displayed, and one second performance pattern display area a4 in which a second performance pattern z2 (not shown) is displayed. The first performance pattern z1 is composed of identification information (patterns) such as numbers, letters, symbols, characters, etc. In each of the first performance pattern display areas a1 to a3, it is possible to perform a variable display and a stationary display of the first performance pattern z1. The second performance pattern z2 is composed of color bars. In the second performance pattern display area a4, it is possible to perform a variable display and a stationary display of the second performance pattern z2. The changing display of the performance patterns z1 and z2 refers to a display in which the first performance pattern z1 is moved (scrolled) in each of the first performance pattern display areas a1 to a3, and the type of the second performance pattern z2 displayed in the second performance pattern display area a4 is changed (the color represented by the color bar is changed sequentially). The stopped display of the performance patterns z1 and z2 refers to a display in which one type of first performance pattern z1 is stopped at the lottery result display position of each of the first performance pattern display areas a1 to a3, and one type of second performance pattern z2 is displayed in the second performance pattern display area a4 (the color bar shows a specified color). Then, in the performance pattern display area A, the result of the first special pattern lottery is displayed by combining the first performance pattern z1 displayed in a stopped state in the three first performance pattern display areas a1 to a3 and the second performance pattern z2 displayed in a stopped state in the second performance pattern display area a4. In addition, in the performance pattern display area B, the result of the second special pattern lottery is displayed by combining the first performance pattern z1 displayed in a stopped state in the three first performance pattern display areas a1 to a3 and the second performance pattern z2 displayed in a stopped state in the second performance pattern display area a4. In addition, on the display screen 31a, it is possible to configure reserved symbol display areas b1, b2 (not shown) in which reserved symbol h (not shown) is displayed. The reserved symbol display area b1 displays a reserved symbol h corresponding to the special symbol 1 game information described later. The reserved symbol display area b2 displays a reserved symbol h corresponding to the special symbol 2 game information described later.
[0015] The sub image display device 32 is disposed at a position on the front side of the main image display device 31 . The sub-image display device 32 is configured by a variable display device such as a liquid crystal display, a CRT display, etc. The sub-image display device 32 has a display screen 32a capable of displaying a performance image. The sub-image display device 32 can be displaced (moved) in the vertical direction by a drive mechanism (not shown). Specifically, the sub-image display device 32 can be displaced within a predetermined range including an origin position (see FIG. 2) and a performance position (not shown) below the origin position. The sub-image display device 32 disposed (displaced) at the origin position is disposed above the display screen 31a of the main image display device 31 and does not cover the display screen 31a. On the other hand, the sub-image display device 32 disposed (displaced) at the performance position is disposed in front of the display screen 31a of the main image display device 31 and covers a part of the display screen 31a.
[0016] The left side path is provided with a first starting opening 51. The first starting opening 51 is a ball entry opening (a so-called "navel") that opens upward, and game balls can enter at any time. The first starting opening 51 allows game balls flowing down the left side path to enter (game balls flowing down the right side path cannot enter). A special symbol 1 start port switch 101 (see FIG. 3) is disposed in the first start port 51. The special symbol 1 start port switch 101 outputs a detection signal to the main control board 200 in response to detection of a game ball that has entered the first start port 51 (entry of a game ball into the first start port 51). The main control board 200 executes a first special symbol lottery in response to input of the detection signal from the special symbol 1 start port switch 101. On the left side of the first starting opening 51 on the left side path, there are provided an upper left other winning opening 57a, a middle left other winning opening 57b, and a lower left other winning opening 57c. Each of the other winning openings 57a to 57c is an entry opening that opens upward, and game balls can enter at any time. Each of the other winning openings 57a to 57c can enter game balls that flow down the left side path (game balls that flow down the right side path cannot enter). A left winning hole switch 106 (see FIG. 3) is disposed on the game board 11. The left winning hole switch 106 outputs a detection signal to the main control board 200 in response to detection of a game ball entering the other winning holes 57a to 57c (entry of a game ball into the other winning holes 57a to 57c). In response to the input of the detection signal from the left winning hole switch 106, the main control board 200 causes the game ball payout device 440 to execute a payout operation of the prize ball.
[0017] At the most upstream of the right-side path, a start gate 41 is provided. The start gate 41 is formed so that game balls can always pass through it. The start gate 41 allows game balls flowing down the right-side path to pass through (game balls flowing down the left-side path cannot pass through it). A gate switch 104 (see FIG. 3) is disposed in the start gate 41. The gate switch 104 outputs a detection signal to the main control board 200 in response to detection of a gaming ball passing through the start gate 41 (passage of the start gate 41 by a gaming ball). In response to input of the detection signal from the gate switch 104, the main control board 200 executes a normal symbol lottery. A third starting port 53 is provided downstream of the starting gate 41 on the right-side path. The third starting port 53 is provided with a normal electric device (normal electric device) 53a that can be displaced between a closed state that makes it impossible for a game ball to enter the third starting port 53 and an open state that makes it possible for a game ball to enter the third starting port 53. The normal electric device 53a is opened and closed by a normal electric device solenoid 64 (see FIG. 3). The third starting hole 53 is normally closed with the normal electric device 53a, which does not allow game balls to enter, but when a normal symbol lottery is won, the normal electric device 53a is opened, which allows game balls to enter. The third starting hole 53 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). A second special symbol 2 start port switch 102b (see FIG. 3) is disposed in the third start port 53. The second special symbol 2 start port switch 102b outputs a detection signal to the main control board 200 in response to detection of a game ball that has entered the third start port 53 (entry of a game ball into the third start port 53). The main control board 200 executes a second special symbol lottery in response to input of the detection signal from the second special symbol 2 start port switch 102b.
[0018] A first large prize opening 54 is provided downstream of the third starting opening 53 on the right path. A first special electric device (special electric device) 54a is provided in the first large prize opening 54, which can be displaced between a closed state that makes it impossible for game balls to enter the first large prize opening 54 and an open state that allows game balls to enter the first large prize opening 54. The first special electric device 54a is opened and closed by the first large prize opening solenoid 65a (see FIG. 3). Normally, the first special electric device 54a is closed and game balls cannot enter the first large prize opening 54, but when a "big win" is won by a special symbol lottery (first special symbol lottery or second special symbol lottery), the first special electric device 54a is opened and game balls can enter. The first large prize opening 54 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). A first count switch 103a (see FIG. 3) is disposed in the first large prize opening 54. The first count switch 103a outputs a detection signal to the main control board 200 in response to detection of a game ball entering the first large prize opening 54 (entry of a game ball into the first large prize opening 54). In response to input of the detection signal from the first count switch 103a, the main control board 200 causes the game ball payout device 440 to execute a payout operation of the prize ball. In addition, within the first large prize opening 54, there are provided a V area (not shown), a discharge area (not shown), and a distribution means (not shown) that distributes a game ball that enters the first large prize opening 54 to one of the V area and the discharge area. A V-area switch 110 (see FIG. 3) is disposed in the V-area. The V-area switch 110 outputs a detection signal to the main control board 200 in response to detection of a game ball passing through the V-area (passage of the game ball through the V-area). Upon receiving the detection signal from the V-area switch 110, the main control board 200 sets "1" in the V winning flag area of the RAM 230, which will be described later. The distribution means is capable of shifting between a V-passing state in which the game ball that has entered the first large winning opening 54 is distributed to the V area, and a non-V-passing state in which the game ball that has entered the first large winning opening 54 is distributed to the discharge area. That is, when the distribution means is displaced to the V-passing state, all game balls that enter the first large winning opening 54 are distributed to the V region. This makes it impossible for game balls that enter the first large winning opening 54 to pass through the discharge region. On the other hand, when the distribution means is displaced to the non-V passing state, all game balls that enter the first large winning opening 54 are distributed to the discharge area. This makes it impossible for game balls that enter the first large winning opening 54 to pass through the V area. The distribution means is displaced by a V-zone solenoid 66 (see FIG. 3). The game ball that enters the first big winning opening 54 is first detected by the first count switch 103a, then distributed to one of the V area and the discharge area by the distribution means, and after passing through that area, is discharged to the discharge path. At this time, the game ball distributed to the V area is detected by the V area switch 110.
[0019] The second start opening 52 is provided downstream of the first big prize opening 54 on the right side path. The second start opening 52 is an entry opening (a so-called "navel") that opens upward, and game balls can enter at any time. The second start opening 52 allows game balls flowing down the right side path to enter (game balls flowing down the left side path cannot enter). A first special symbol 2 start port switch 102a (see FIG. 3) is disposed in the second start port 52. The first special symbol 2 start port switch 102a outputs a detection signal to the main control board 200 in response to detection of a game ball that has entered the second start port 52 (entry of a game ball into the second start port 52). The main control board 200 executes a second special symbol lottery in response to input of the detection signal from the first special symbol 2 start port switch 102a. A second large prize opening 55 is provided downstream of the second starting opening 52 on the right path. The second large prize opening 55 is provided with a second special electric device (special electric device) 55a that can be displaced between a closed state that makes it impossible for game balls to enter the second large prize opening 55 and an open state that makes it possible for game balls to enter the second large prize opening 55. The second special electric device 55a is opened and closed by the second large prize opening solenoid 65b (see FIG. 3). Normally, the second special electric device 55a is closed and the game ball cannot enter the second large prize opening 55, but when a "small win" is won by the special symbol lottery (the first special symbol lottery or the second special symbol lottery), the second special electric device 55a is opened and the game ball can enter. The second large prize opening 55 allows the game ball flowing down the right path to enter (the game ball flowing down the left path cannot enter). A second count switch 103b (see FIG. 3) is disposed within the second large prize opening 55. The second count switch 103b outputs a detection signal to the main control board 200 in response to detection of a game ball entering the second large prize opening 55 (entry of a game ball into the second large prize opening 55). In response to the input of the detection signal from the second count switch 103b, the main control board 200 causes the game ball payout device 440 to execute a payout operation of the prize ball.
[0020] A right other winning opening 56 is provided downstream of the second large winning opening 55 on the right side path. The right other winning opening 56 is an entry opening that opens upward and allows game balls to enter at all times. The right other winning opening 56 allows game balls that flow down the right side path to enter (game balls that flow down the left side path cannot enter). A right winning port switch 105 (see FIG. 3) is disposed in the right other winning port 56. The right winning port switch 105 outputs a detection signal to the main control board 200 in response to detection of a game ball that has entered the right other winning port 56 (entry of a game ball into the right other winning port 56). In response to input of the detection signal from the right winning port switch 105, the main control board 200 causes the game ball payout device 440 to execute a payout operation of the prize ball.
[0021] At the most downstream of the game area 30, an outlet 58 is provided for discharging game balls that do not enter (win) any of the winning holes 51 to 56, 57a to 57c. Here, the inner frame unit 3 includes a discharge path (not shown) through which the game balls discharged from the play area 30 pass. Specifically, the discharge path is attached to the back side of the inner frame of the inner frame unit 3. And, in the pachinko machine 1, all game balls shot into the play area 30 (all game balls discharged from the play area 30) are configured to pass through the discharge path. That is, the game balls shot into the play area 30 are discharged from the play area 30 by entering any of the winning holes 51 to 56, 57a to 57c or by passing through the out hole 58, and flow into the discharge path. Specifically, the game balls entering each winning hole 51-56, 57a-57c are guided to the discharge path after being detected by the switches 101, 102a, 102b, 103a, 103b, 105, 106, 110 disposed in the winning hole. Also, the game balls discharged from the outlet 58 are guided to the discharge path. An out switch 109 (see FIG. 3) is disposed in the inner frame unit 3. The out switch 109 outputs a detection signal to the main control board 200 in response to detection of a game ball passing through the discharge path (a game ball discharged from the game area 30). As a result, all game balls discharged from the game area 30 are detected by the out switch 109. Furthermore, in the game area 30, a plurality of nails (not shown) are arranged so as to guide game balls to each of the winning holes 51 to 56, 57a to 57c and the start gate 41.
[0022] A main display device 60 is disposed on the game board 11. The main display device 60 is configured to include a plurality of lighting elements (segments). Each lighting element is configured by a light-emitting element (in this embodiment, an LED). The main display device 60 displays information related to the game. The main display device 60 is composed of a special chart 1 display device, a special chart 2 display device, a regular chart display device, a special chart 1 reserve display device, a special chart 2 reserve display device, a regular chart reserve display device, a round display device, a right-hand hit display device, a special chance display device, and a time-saving display device. Specifically, the main display device 60 includes 32 lighting elements (LED1 to LED32). In the main display device 60, LED1 to LED8 constitute the special chart 1 display device, LED7 to LED16 constitute the special chart 2 display device, LED17 and 18 constitute the normal chart display device, LED19 to LED23 constitute the round display device, LED24 constitutes the right-hit display device, LED25 and 26 constitute the special chart 1 reserve display device, LED27 and 28 constitute the special chart 2 reserve display device, LED29 and 30 constitute the normal chart reserve display device, LED31 constitutes the special chance display device, and LED32 constitutes the time-saving display device.
[0023] The special chart 1 display device is capable of displaying the variation and stopping of the first special pattern consisting of numbers, patterns, etc. The special chart 1 display device displays the result of the first special pattern lottery by the first special pattern that is stopped and displayed. The special symbol 2 display device is capable of displaying the variation and stopping of the second special symbol consisting of numbers, symbols, etc. The special symbol 2 display device displays the result of the second special symbol lottery by the stopped second special symbol. Here, the display of the first special pattern on the special pattern 1 display device and the display of the performance patterns z1 and z2 in the performance pattern display area A correspond to the time when the varying display starts, the time when the stopped display starts, and the lottery result indicated by the stopped displayed pattern. In addition, the display of the second special pattern on the special pattern 2 display device and the display of the performance patterns z1 and z2 in the performance pattern display area B correspond to the time when the varying display starts, the time when the stopped display starts, and the lottery result indicated by the stopped displayed pattern. Then, when the first special pattern (stopping pattern) displayed in a stopped state on the special chart 1 display device becomes a specific pattern (jackpot pattern), or when the second special pattern (stopping pattern) displayed in a stopped state on the special chart 2 display device becomes a specific pattern (jackpot pattern), a jackpot game state, which is a game state advantageous to the player, is created. In addition, when the first special pattern (stopping pattern) displayed in a stopped state on the special chart 1 display device becomes a specific pattern (small win pattern), or when the second special pattern (stopping pattern) displayed in a stopped state on the special chart 2 display device becomes a specific pattern (small win pattern), a small win game state, which is a game state advantageous to the player, is created. The normal symbol display device is capable of displaying the variation and stopping of normal symbols consisting of numbers, symbols, etc. The normal symbol lottery result is displayed on the normal symbol display device based on the normal symbol that is stopped. When the normal symbol that is stopped and displayed on the normal symbol display device becomes a specific symbol (a normal symbol winning symbol), a normal symbol winning game state that is advantageous to the player is generated.
[0024] The special pattern 1 pending display device displays the number of times the display of the lottery results of the first special pattern lottery is pending (special pattern 1 pending number). The special pattern 2 pending display device displays the number of times the display of the lottery results of the second special pattern lottery is pending (special pattern 2 pending number). The regular symbol pending display device displays the number of times the display of the lottery result of the regular symbol lottery is pending (regular symbol pending number). The round display device displays the number of rounds of play executed during a big win game state or a small win game state (type of big win game state or type of small win game state). The right-hand shot display device displays the path (left hand path or right hand path) along which the game ball should be shot. The probability variation display device displays the game status when the power is restored (whether a special chart high probability state is occurring or a special chart low probability state is occurring). The time-saving display device displays the current game status (time-saving control being executed or stopped).
[0025] In addition, one or more movable body units (not shown) are provided in the pachinko machine 1. In this embodiment, one or more movable body units are provided in the integrated door unit 4, and one or more movable body units are provided in the game board unit 10. Each movable body unit of the integrated door unit 4 is disposed on the front surface of the decorative portion 4b, on the upper surface of the tray unit 5, etc., and is capable of performing a predetermined performance operation. Each movable body unit of the game board unit 10 is attached to the front side of the set board. Specifically, each movable body unit is disposed in the space between the game board 11 and the main image display device 31 (display screen 31a) (hereinafter referred to as the "performance space"). Each movable body unit is capable of performing a predetermined performance action in the performance space. Each movable body unit includes a performance member, a drive mechanism, a drive source, and a position detection sensor 26 (see FIG. 3). In this embodiment, a motor 23 (see FIG. 3) is used as the drive source. The motor 23 is a stepping motor. Note that a solenoid may be used as the drive source. The performance member can be displaced in a predetermined direction by a driving mechanism. Specifically, the performance member can be displaced to a plurality of positions including an initial position and a performance position. The performance member is driven (displaced) by a motor 23.
[0026] The position detection sensor 26 is composed of a photo sensor and the like. The position detection sensor 26 detects the position of the performance member. Specifically, the position detection sensor 26 is equipped with a light-projecting unit and a light-receiving unit that receives the light projected from the light-projecting unit. The position detection sensor 26 outputs a detection signal to the performance control board 300 in response to the light-receiving unit receiving (detecting) the light projected from the light-projecting unit. On the other hand, the position detection sensor 26 stops outputting the detection signal to the performance control board 300 when the light-receiving unit does not receive (detect) the light projected from the light-projecting unit. Also, a shielding plate is provided at a predetermined position of the performance member. Then, when the performance member is placed at the initial position, the shielding plate is placed between the light projecting section and the light receiving section of the position detection sensor 26, blocking light from entering the light receiving section. As a result, when the performance member is placed at the initial position, the output of a detection signal from the position detection sensor 26 to the performance control board 300 is stopped. On the other hand, when the performance member is not placed at the initial position, a detection signal is output from the position detection sensor 26 to the performance control board 300. This makes it possible for the performance control board 300 to detect whether or not the performance member is placed in the initial position, depending on the input status of the detection signal from the position detection sensor 26.
[0027] Furthermore, the pachinko machine 1 is provided with detection sensors for detecting various abnormal conditions. In this embodiment, a glass frame opening sensor 107, an inner frame opening sensor 108, a vibration detection sensor 113, a radio wave detection sensor 114, a magnetic detection sensor 115, and the like are provided as detection sensors. The glass frame opening sensor 107 detects the opening of the integrated door unit 4 relative to the inner frame unit 3. Then, the glass frame opening sensor 107 transmits a detection signal to the main control board 200 via the dispensing control board 400 in response to the opening of the integrated door unit 4 relative to the inner frame unit 3. The inner frame opening sensor 108 detects the opening of the inner frame unit 3 relative to the outer frame unit 2. Then, the inner frame opening sensor 108 transmits a detection signal to the main control board 200 via the dispensing control board 400 in response to the opening of the inner frame unit 3 relative to the outer frame unit 2. The vibration detection sensor 113 detects vibration of the game board 11. In this embodiment, the vibration detection sensor 113 is disposed on the game board 11. Then, the vibration detection sensor 113 transmits a detection signal to the main control board 200 in response to detection of vibration of the game board 11. The radio wave detection sensor 114 detects radio waves generated around the game board 11. In this embodiment, two radio wave detection sensors 114 are arranged on the game board 11. Each radio wave detection sensor 114 transmits a detection signal to the main control board 200 in response to detection of a radio wave. The magnetic detection sensor 115 detects magnetism generated around the game board 11. In this embodiment, three magnetic detection sensors 115 are provided. Specifically, one magnetic detection sensor 115 is provided in the inner frame unit 3 (discharge path). In addition, two magnetic detection sensors 115 are provided in the game board 11. Then, the magnetic detection sensor 115 provided in the inner frame unit 3 transmits a detection signal to the main control board 200 via the payout control board 400 in response to the detection of magnetism. In addition, each magnetic detection sensor 115 provided on the game board 11 transmits a detection signal to the main control board 200 in response to the detection of magnetism.
[0028] (Configuration of launch passage r1) Next, the configuration of the launch passage r1 on the game board 11 will be described. Fig. 66 is a diagram showing the configuration of the ball return prevention mechanism 14. Fig. 67 is a diagram showing the rotating member 14a in a first state. Fig. 68 is a diagram showing the rotating member 14a in a second state. Fig. 69 is a diagram showing the rotating member 14a in a third state. Note that Fig. 66 shows the state in which the cover 15 covering the front side of the ball return prevention mechanism 14 has been removed. 2, an inner rail 12 and an outer rail 13 are attached to the front of the game board 11. A game area 30 is defined in front of the game board 11 by the inner rail 12, the outer rail 13, etc. As described above, the game area 30 is configured with a left path formed on the left side of the main image display device 31 and a right path formed on the right side of the main image display device 31 as paths along which game balls flow. The inner rail 12 is made of resin or the like. The inner rail 12 is configured in an arc shape when viewed from the front side. The outer peripheral surface of the inner rail 12 configures an inner guide surface 12a that guides the game ball. The outer rail 13 is made of metal. The outer rail 13 is formed in a flat plate shape and extends in an arc shape when viewed from the front side. The inner peripheral surface of the outer rail 13 constitutes an outer guide surface 13a that guides the game ball. In front of the game board 11, the inner guide surface 12a of the inner rail 12 and the outer guide surface 13a of the outer rail 13 are arranged facing each other at a predetermined interval. A launch passage r1 that guides the game balls launched by the game ball launching device 430 to the game area 30 is formed between the inner guide surface 12a and the outer guide surface 13a. In addition, a guide passage r2 that guides (guides) the game ball launched from the launch passage r1 to the right-side path is formed in the game area 30. The guide passage r2 is formed at the upper end of the game area 30. The guide passage r2 is formed above the main image display device 31. The guide passage r2 extends in an arc shape when viewed from the front side. A game ball launched by the game ball launching device 430 passes through the launching passage r1 and flows into the game area 30. At this time, if the momentum of the launched game ball is weak, the game ball that passed through the launching passage r1 flows into the left path. On the other hand, if the momentum of the launched game ball is strong, the game ball that passed through the launching passage r1 passes through the guide passage r2 and flows into the right path.
[0029] As shown in Fig. 66, a ball return prevention mechanism 14 is provided at the tip of the inner rail 12. The ball return prevention mechanism 14 prevents the game ball, which has been shot from the shooting passage r1 to the game area 30, from returning to the shooting passage r1 again. The ball return prevention mechanism 14 includes a rotating member 14a, a rotating shaft 14b, and a weight (biasing means) 14c. The rotating member 14a is formed in a generally L-shape when viewed from the front. An opening / closing piece 14d for opening and closing the firing passage r1 is formed at one end of the rotating member 14. A weight 14c is provided at the other end of the rotating member 14a. Furthermore, a rotation shaft 14b is provided at a corner of the rotating member 14a. The rotating member 14a is attached to the tip of the inner rail 12 so that the tip of the opening / closing piece 14d extends upward. The rotating member 14a is rotatable around the rotation shaft 14b. At this time, the rotating member 14a is rotatable so that the tip of the opening / closing piece 14d opens and closes the launch passage r1. The rotating member 14a is biased by the weight of the weight 14c toward the side where the launch passage r1 is closed by the tip of the opening / closing piece 14d (counterclockwise side shown in Figures 66 to 69). As a result, when the game balls launched by the game ball launching device 430 are not pushing up the inner surface of the opening / closing piece 14d, the rotating member 14a is pressed against a mechanical stopper (not shown) and is arranged (maintained) in the closed position (see Figure 67).
[0030] When the rotating member 14a is in the closed position, the tip of the opening / closing piece 14d closes the launch passage r1, preventing the game ball launched from the launch passage r1 into the play area 30 from returning to the launch passage r1. In other words, even if a game ball attempting to return to the launch passage r1 collides with the outer surface of the opening / closing piece 14d, the state in which the rotating member 14a is pressed against the mechanical stopper is maintained, and the closure of the launch passage r1 by the opening / closing piece 14d is not released. As a result, the game ball that collides with the outer surface of the opening / closing piece 14d does not return to the launch passage r1, but is reflected off the outer surface of the opening / closing piece 14d and falls down the play area 30. On the other hand, when the game machine is launched by the game ball launcher 430 in a state where the rotating member 14a is arranged at the closed position, the launched game ball collides with the inner surface of the opening / closing piece 14d and pushes up the opening / closing piece 14d against the weight of the weight 14c, so that the rotating member 14a is rotated toward the side where the closing of the launch passage r1 by the tip of the opening / closing piece 14d is released (the clockwise side shown in Figures 66 to 69). As a result, the launched game ball passes between the inner surface of the opening / closing piece 14d and the outer guide surface 13a, and is launched from the launch passage r1 into the game area 30. When the launched game ball passes between the inner surface of the opening / closing piece 14d and the outer guide surface 13a, the rotating member 14a is rotated by the weight of the weight 14c toward the side where the launch passage r1 is closed by the tip of the opening / closing piece 14d (the counterclockwise side shown in Figures 66 to 69) and returns to the closed position.
[0031] In particular, depending on the state of the game ball launched by the game ball launching device 430, the rotating member 14a can be rotated (displaced) to a first state, a second state, and a third state. The first state is a state in which the rotating member 14a is disposed in the closed position. When the game ball PB1 launched by the game ball launching device 430 does not push up the inner surface of the opening / closing piece 14d, the rotating member 14a forms the first state. As shown in FIG. 67, when the rotating member 14a forms the first state, the distance between the tip of the opening / closing piece 14d and the outer guide surface 13a (hereinafter referred to as the "open distance D1") is smaller than the diameter of the game ball PB. As a result, when the rotating member 14a forms the first state, the game ball PB2 that tries to return from the game area 30 to the launching passage r1 is blocked from entering the launching passage r1 by the opening / closing piece 14d, and is unable to enter the launching passage r1. The second state is a state of the rotating member 14a when the game ball PB1 launched by the game ball launching device 430 pushes up the opening / closing piece 14d and passes between the tip of the opening / closing piece 14d and the outer guide surface 13a. As shown in FIG. 68, when the rotating member 14a forms the second state, the opening distance D1 is larger than when the rotating member 14a forms the first state. Specifically, when the rotating member 14a forms the second state, the opening distance D1 is equal to or larger than the diameter of the game ball PB. As a result, the game ball PB1 launched by the game ball launching device 430 passes between the tip of the opening / closing piece 14d and the outer guide surface 13a, and is guided from the launching passage r1 to the game area 30. Then, when the launched game ball PB1 passes between the tip of the opening / closing piece 14d and the outer guide surface 13a, the rotating member 14a returns from the second state to the first state. The third state is a state of the rotating member 14a when the timing when the game ball PB1 launched by the game ball launching device 430 reaches the tip of the opening / closing piece 14d coincides with the timing when the game ball PB2 launched into the game area 30 before the game ball PB1 returns to the tip of the opening / closing piece 14d, and the game balls PB1 and PB2 collide with each other. When the rotating member 14a is in the third state, the game ball PB1 is in contact with the inner surface of the opening / closing piece 14d, the outer guide surface 13a, and the game ball PB2. Also, when the rotating member 14a is in the third state, the game ball PB2 is in contact with the tip of the opening / closing piece 14d, the outer guide surface 13a, and the game ball PB1. As shown in FIG. 69, when the rotating member 14a is in the third state, the opening distance D1 is larger than when the rotating member 14a is in the first state, and is smaller than when the rotating member 14a is in the second state. Specifically, when the rotating member 14a is in the third state, the opening distance D1 is smaller than the diameter of the game ball PB. In particular, when the rotating member 14a is in the third state, the opening distance D1 is smaller than the distance D2 from the lowest point of the game ball PB2 to the outer guide surface 13a. As a result, even if the game ball PB2 advances toward the launch passage r1 after colliding with the game ball PB1, it will come into contact with the tip of the opening / closing piece 14d from the outer surface side, and the rotating member 14a is likely to be rotated toward the side where the launch passage r1 is closed by the tip of the opening / closing piece 14d (counterclockwise side shown in FIG. 66 to FIG. 69). Therefore, it is possible to make it difficult for the game ball PB2 to enter the launch passage r1. Therefore, even when the game ball PB1 and the game ball PB2 collide with each other, it is possible to prevent the game ball PB2 from returning to the launch passage r1.
[0032] (Control system configuration) Next, the configuration of the control system in the pachinko machine 1 will be described. Fig. 3 is a block diagram showing the configuration of the control system of the pachinko machine. Fig. 4 is an address map of the memory area used by the CPU 210. The pachinko machine 1 is equipped with various control boards. Specifically, as shown in FIG. 3, the pachinko machine 1 is equipped with multiple control boards, including a main control board 200, a performance control board 300, a payout control board 400, a power supply board 600 that supplies power (electricity) to each of the control boards 200, 300, 400, etc., a driver board 310, a sub-connection board 320, etc. The control boards 200, 300, 400, and 600 are independent (separate) circuit boards, and are housed in individual board cases (such as the main board case 250 described below). The main control board 200 and the performance control board 300 are included in the game board unit 10. Specifically, the main control board 200 and the performance control board 300 are attached to the back side of the game board 11. The dispensing control board 400 is included in the inner frame unit 3. Specifically, the dispensing control board 400 is attached to the back side of the inner frame provided in the inner frame unit 3.
[0033] (Configuration of main control board 200) First, the configuration of the main control board 200 will be described. The main control board 200 controls the progress of the game. The main control board 200 is composed of a one-chip microcomputer, a clock generating circuit 202, a random number generating circuit 203, an input port 204, an output port 205, a performance display device 206, a RAM clear switch 207, a setting key switch 208, a sink driver 240, and source drivers 250a, 250b, etc. The one-chip microcomputer is an LSI that integrates a CPU core, a register, a semiconductor memory, etc. Specifically, the one-chip microcomputer includes a CPU 210, a ROM 220, a RAM 230, etc.
[0034] The main control board 200 is configured to include a memory area used by the CPU 210. As shown in Fig. 4, the memory area used by the CPU 210 is configured to include a memory area (0000H to 2FFFH) allocated to the ROM 220 and a memory area (F000H to F3FFH) allocated to the RAM 230. Here, in FIG. 4, addresses for specifying memory areas are shown in hexadecimal numbers ("H" indicates that the number is hexadecimal).
[0035] The ROM 220 (the memory area of the ROM 220) is configured to include a used area m1 (0000H to 1A7AH) and a non-used area m2 (2000H to 2BFFH). The used area m1 includes a program area, an unused area, and a data area. The program area stores a program (program code) for controlling the progress of the game. The data area stores data (program data) for controlling the progress of the game. The used area m1 may be configured without including an unused area. The unused area m2 includes a program area and a data area. The program area stores a program (program code) for executing processing related to tests defined by the gaming machine regulations, and a program (program code) for controlling the display of the performance display device 206 (specifically, calculating the base ratio). The data area stores data (program data) for executing processing related to tests defined by the gaming machine regulations, and data (program data) for controlling the display of the performance display device 206. In addition to the used area m1 and unused area m2, the ROM 220 is also provided with an unused area, a ROM comment area, a program management area, and the like. The ROM comment area stores arbitrary data such as the program title, version, etc. On the other hand, the program management area stores information necessary for the CPU 210 to execute various programs. In addition, an unused area m3 of a predetermined number of bytes (for example, 16 bytes or more) is provided between the used area m1 and the unused area m2 in the ROM 220. This clarifies the boundary between the used area m1 and the unused area m2.
[0036] The RAM 230 (memory area of the RAM 230) is configured to include a used area M1 (F000H to F1FFH) and a non-used area M2 (F300H to F3FFH). The usage area M1 includes a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of a program (a program for controlling the progress of a game) stored in the use area m1. On the other hand, the stack area is used as an area for temporarily saving various data during execution of a program (a program for controlling the progress of a game) stored in the use area m1. Note that the use area M1 may be configured without including an unused area. Specifically, the work area is composed of a set value area, a gaming machine status flag area, a checksum area, a backup flag area, an error-related area, a normal game-related area 1, and a normal game-related area 2. The set value area stores a set value. The gaming machine status flag area stores a gaming machine status flag. The checksum area stores a checksum. The backup flag area stores a backup flag. The error-related area stores information about an error. The normal game-related area 1 stores a subcommand pointer, etc. The normal game-related area 2 stores input / output data in the main control board 200, data for arithmetic processing, various counters (random number counter, timer counter, etc.), flags for managing lottery results and game states, etc. In particular, the normal game-related area 2 includes an area (a game information storage area described later) for storing game information acquired upon input of detection signals from the special figure 1 start port switch 101, the special figure 2 start port switches 102a, 102b, and the gate switch 104, a special figure 1 display pattern counter, a special figure 2 display pattern counter, a normal figure display pattern counter, etc. The unused area M2 includes a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of a program stored in the unused area m2 (a program for executing a process related to a test defined in the gaming machine rules, or a program for controlling the display of the performance display device 206). On the other hand, the stack area is used as an area for temporarily saving various data during execution of a program stored in the unused area m2 (a program for executing a process related to a test defined in the gaming machine rules, or a program for controlling the display of the performance display device 206). Specifically, the work area includes a performance display related area, which is used as an area for temporarily storing various data during execution of a program for controlling the display of the performance display device 206. Furthermore, an unused area M3 of a predetermined number of bytes (16 bytes or more) is provided between the used area M1 and the unused area M2 in the RAM 230. This clarifies the boundary between the used area M1 and the unused area M2.
[0037] In this embodiment, in processing based on a program (a program for controlling the progress of the game) stored in the use area m1, it is permitted to refer to data stored in the non-use area M2. On the other hand, data stored in non-use area M2 is prohibited from being rewritten (changed) by processing based on a program (a program for controlling the progress of the game) stored in use area m1. In addition, in processing based on a program stored in the unused area m2 (a program for executing processing related to tests defined in the gaming machine regulations, or a program for controlling the display of the performance display device 206), it is permitted to refer to data stored in the used area M1. On the other hand, data stored in the use area M1 is prohibited from being rewritten (changed) by processing based on a program stored in the non-use area m2 (a program for executing processing related to tests specified in the gaming machine regulations, or a program for controlling the display of the performance display device 206). The game in the pachinko machine 1 can proceed (to completion) according to a program (a program for controlling the progress of the game) stored in the use area m1.
[0038] The clock generation circuit 202 generates a clock (synchronization signal) at a predetermined clock frequency (12 MHz in this embodiment), and outputs this clock to the CPU 210 and the random number generation circuit 203, respectively. The random number generating circuit 203 is configured to include a first loop counter which generates a winning random number for a normal pattern lottery, a second loop counter which generates a jackpot random number for a first special pattern lottery, a third loop counter which generates a jackpot random number for a second special pattern lottery, and a fourth loop counter which generates a reach group random number. The first loop counter generates a winning random number for the normal symbol lottery by updating the loop counter value by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generating circuit 202. In this embodiment, the value of the first loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]). The second loop counter generates a jackpot random number for the first special symbol lottery by updating the loop counter value by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generating circuit 202. In this embodiment, the second loop counter value is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]).
[0039] The third loop counter generates a jackpot random number for the second special symbol lottery by updating the loop counter value by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generating circuit 202. In this embodiment, the third loop counter value is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]). The fourth loop counter generates reach group random numbers by updating the loop counter value by 1 within a predetermined range (in this embodiment, within the range of 0 to 10006) every time 32 clocks are input from the clock generation circuit 202 (once per 32 divisions of the clock frequency). In this embodiment, the value of the fourth loop counter is updated every 2.666 [μs] (32 [s] / 12 [MHz]=2.666 [μs]).
[0040] The input port 204 is configured to include a plurality of input ports (in this embodiment, input ports 0 to 3). Input port 0 receives a detection signal from the glass frame opening sensor 107, a detection signal from the inner frame opening sensor 108, a detection signal from the vibration detection sensor 113, a detection signal from one of the radio wave detection sensors 114, a detection signal from the magnetic detection sensor 115, etc. To the input port 1, a RAM clear signal from a RAM clear switch 207, a detection signal from a setting key switch 208, etc. are input. Input port 2 receives detection signals from each count switch 103a, 103b, a detection signal from the right prize slot switch 105, a detection signal from the left prize slot switch 106, a detection signal from the out switch 109, and a detection signal from the other radio wave detection sensor 114. The input port 3 receives detection signals from the special diagram 1 start port switch 101, detection signals from each special diagram 2 start port switch 102a, 102b, a detection signal from the gate switch 104, a detection signal from the V area switch 110, etc. Each input port (input port 0 to input port 3) is provided with a reception storage area corresponding to each switch / sensor (detection signal). In the reception storage area corresponding to each switch / sensor, 1-bit data is set that indicates the reception state of the detection signal from the switch / sensor. Specifically, the receiving memory area corresponding to each switch sensor is set to "1" when a detection signal is input from the switch sensor (high level), and is set to "0" when no detection signal is input from the switch sensor (low level).
[0041] The output port 205 is configured to include a plurality of output ports (in this embodiment, output ports 0 to 4). The output port 0 outputs data signals ("SEGDATA0" to "SEGDATA7") for controlling the lighting of the main display device 60. The data signals output from the output port 0 are then input to the source driver 250a. The output port 1 outputs common signals (“COM0” to “COM3”) for controlling the lighting of the main display device 60 and the performance display device 206. The common signals output from the output port 1 are input to the sink driver 240. The output port 2 outputs an external signal. At this time, the external signal output from the output port 2 is input to the hall computer via the payout control board 400 and the external terminal board 450. The output port 3 outputs a control signal for controlling the operation of the normal electric role solenoid 64, a control signal for controlling the operation of each large prize opening solenoid 65a, 65b, a control signal for controlling the V-area solenoid 66, etc. The output port 4 outputs data signals ("7SEGDATA0" to "7SEGDATA7") for controlling the lighting of the performance display device 206. The data signals output from the output port 4 are input to the source driver 250b.
[0042] The main control board 200 is configured to include a command output port 1 and a command output port 2. The CPU 210 transmits a control command (sub-command) from the command output port 1 to the performance control board 300, and transmits a control command (dispense command) from the command output port 2 to the dispensing control board 400. Each of the command output port 1 and the command output port 2 has a transmission data register (not shown), a FIFO (First In First Out) buffer (not shown), and a transmission shift register (not shown). The transmission data register outputs the control command input based on a sub-command transmission process (step S2-4) described later to the FIFO buffer. The FIFO buffer is made up of multiple registers and is capable of storing multiple control commands. The FIFO buffer stores the control commands input from the transmission data register and outputs the stored control commands to the transmission shift register in the order in which they were input. The transmitting shift register performs parallel-serial conversion on the control commands input from the FIFO buffer, and transmits them as serial data to the performance control board 300 or the payout control board 400.
[0043] The performance display device 206 is configured to include a plurality of lighting elements (segments). Each lighting element is configured with a light-emitting element (in this embodiment, an LED). Note that the performance display device 206 is arranged on the rear side of the game board 11, so that the player cannot see it. As described later, in the pachinko machine 1, the following states of the gaming machine (hereinafter, "gaming machine state") are defined: playable state, setting change state, setting check state, setting abnormal state, RAM abnormal state, and backup abnormal state. Then, the information displayed on the performance display device 206 changes according to the gaming machine state that has occurred.
[0044] The performance display device 206 is configured to include four (four-digit) display units (not shown). Each display unit is composed of eight lighting elements. That is, each display unit is composed of a seven-segment LED capable of displaying numbers, symbols, etc., and a dot segment LED capable of displaying dots such as decimal points. Specifically, the performance display device 206 is configured to include 32 lighting elements (LED33 to LED64). In the performance display device 206, LED33 to LED40 are a display section for the first digit, LED41 to LED48 are a display section for the second digit, LED49 to LED56 are a display section for the third digit, and LED57 to LED64 are a display section for the fourth digit.
[0045] During the playable state, the game can proceed. During the playable state, the performance display device 206 displays the base ratio. In this embodiment, during the occurrence of a playable state, the performance display device 206 alternately displays the first base ratio and the second base ratio at predetermined time intervals (5.0 [s] in this embodiment). The "first base ratio" is the base ratio for the current section (the base ratio calculated for the period from the start of the current section to the present time). The "second base ratio" is the base ratio for the previous interval (the final base ratio calculated for the previous interval). Specifically, in the performance display device 206, of the four-digit display section, the top two digits display information for identifying the type of base ratio (first base ratio or second base ratio), and the bottom two digits display a number indicating the base ratio (percentage).
[0046] During the setting change state, the setting value can be changed. During the setting change state, the setting value stored (set) in the setting value area of the RAM 230 is displayed on the performance display device 206. Specifically, in the performance display device 206, of the four-digit display section, the top three digits display information indicating that a setting change state is occurring (specifically, the top digit displays "r", the second top digit displays "n.", and the third top digit displays "-"), and the lowest digit displays a number indicating the setting value stored in the setting value area. During the setting confirmation state, it becomes possible to confirm the setting values. During the setting confirmation state, the setting values stored (set) in the setting value area of the RAM 230 are displayed on the performance display device 206. Specifically, in the performance display device 206, of the four-digit display section, the top three digits display information indicating that the setting confirmation state is occurring (specifically, the top digit displays "r", the second top digit displays "n.", and the top 3 digit displays no display), and the lowest digit displays a number indicating the setting value stored in the setting value area.
[0047] During the occurrence of a game stop state (setting abnormal state, RAM abnormal state, or backup abnormal state), it is impossible to proceed with the game. During the occurrence of a game stop state, an error code corresponding to the abnormality that has occurred is displayed on the performance display device 206. Specifically, in the performance display device 206, of the four-digit display section, the top three digits display information indicating that a game stop state is occurring (specifically, the top digit displays "E", the second top digit displays "r.", and the top 3 digit displays nothing), and the lowest digit displays a number indicating an error code corresponding to the abnormality that has occurred (setting abnormality state, RAM abnormality state, or backup abnormality state).
[0048] The RAM clear switch 207 is a tactile switch. That is, the RAM clear switch 207 includes an operation unit that can be pressed. When the operation unit is pressed, the RAM clear switch 207 outputs a RAM clear signal to the input port 1. The setting key switch 208 is a key lock switch. That is, the setting key switch 208 is configured to include an operation unit with a keyhole. The operation unit is unlocked by inserting a dedicated key into the keyhole, and it becomes possible to rotate (switch) the operation unit from an OFF state to an ON state. Then, when the operation unit of the setting key switch 208 is in the ON state, it outputs a detection signal to the input port 1.
[0049] The sink driver 240 controls the output of common signals to each of the display devices 60 and 206 in response to the common signals (“COM0” to “COM3”) output from the output port 1. The source driver 250a controls the output of data signals to the main display device 60 in response to the data signals ("SEGDATA0" to "SEGDATA7") output from the output port 0. The source driver 250b controls the output of data signals to the performance display device 206 in response to the data signals (“7SEGDATA0” to “7SEGDATA7”) output from the output port 4. As a result, the source driver 250a and the sink driver 240 control the lighting of the lighting elements (LED1 to LED32) included in the main display device 60. Furthermore, the source driver 250b and the sink driver 240 control the lighting of the lighting elements (LED33 to LED64) included in the performance display device 206.
[0050] Furthermore, the main control board 200 is configured to include a test signal output circuit (not shown). In a test signal output process (step S4-24) described later, the CPU 210 generates test information (test signal) indicating the internal state (jackpot game state, execution state of time-saving control, probability state of special symbol selection, etc.) and stores the generated test signal in a port output request buffer of the RAM 230. As a result, the test signal stored in the port output request buffer is output from a specified output port. Then, the test signal output from the specified output port is input to an interface board of a test computer (not shown) via a test signal output circuit. In addition, in the main control board 200, detection signals from the special chart 1 start port switch 101, detection signals from each special chart 2 start port switch 102a, 102b, detection signals from the gate switch 104, detection signals from each count switch 103a, 103b, detection signals from the right winning port switch 105, detection signals from the left winning port switch 106, detection signals from the out switch 109, etc. are input to the input port 204 and are input to the interface board of the test computer via the test signal output circuit. Furthermore, in the main control board 200, control signals for controlling the operation of each solenoid (normal electric role solenoid 64, large prize opening solenoids 65a, 65b, V-area solenoid 66, etc.) output from output port 3 are input to each solenoid 64, 65a, 65b, 66, and are also input to the interface board of the test computer via the test signal output circuit.
[0051] (Configuration of the dispensing control board 400) Next, the configuration of the dispensing control board 400 will be described. The payout control board 400 controls the launch of game balls into the game area 30 and the payout of the game balls. The dispensing control board 400 is configured to include a one-chip microcomputer. A one-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, etc. Specifically, a one-chip microcomputer is composed of a CPU, ROM, RAM, etc. The payout control board 400 controls the game ball payout operation by the game ball payout device 440 based on each of the control commands received from the main control board 200 and the ball lending instruction signal received from the CR unit. In addition, the payout control board 400 controls the game ball launching operation of the game ball launcher 430 based on the detection signal input from the launch volume 410. Specifically, the payout control board 400 controls the game ball launching operation of the game ball launcher 430 so that the game ball is launched into the game area 30 with a strength according to the detection signal input from the launch volume 410.
[0052] (Configuration of the performance control board 300) Next, the configuration of the performance control board 300 will be described. The performance control board 300 controls the performance. The performance control board 300 is configured to include a one-chip microcomputer. A one-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, etc. Specifically, a one-chip microcomputer is composed of a CPU, ROM, RAM, VDP, sound processor, lighting controller, motor controller, etc. Based on control commands received from the main control board 200, the performance control board 300 controls the display of performance images on various image display devices 31, 32, the lighting of various lamps 20, 21, the output of sound from various speakers 22, and the driving of motors 23 that drive various movable body units.
[0053] The ROM of the performance control board 300 stores programs related to the progress of the performance, data necessary for the progress of the performance, and the like. The RAM of the performance control board 300 temporarily stores control commands received from the main control board 200, data for performing arithmetic processing, etc. The CPU of the performance control board 300 determines the performance content to be executed based on the control command received from the main control board 200, and sets a performance program (performance control table) corresponding to the determined performance content. The VDP generates display control data (display control signals) in accordance with a performance program (performance control table) set by the CPU, and outputs the generated display control data to the various image display devices 31 and 32. The sound processor generates sound control data (sound control signal) according to a performance program (performance control table) set by the CPU, and outputs the generated sound control data to a digital audio power amplifier (not shown). The digital audio power amplifier then generates control signals corresponding to the various speakers 22 based on the sound control data input from the sound processor, and outputs the generated control signals to the various speakers 22 via the sub-connection board 320. The illumination controller generates lamp control data (lamp control signal) according to a performance program (performance control table) set by the CPU, and outputs the generated lamp control data to each of the driver board 310 and the sub-connection board 320. The motor controller generates motor control data (motor control signals) in accordance with a performance program (performance control table) set by the CPU, and outputs the generated motor control data to each of the driver board 310 and the sub-connection board 320.
[0054] (Configuration of the driver board 310 and the sub-connection board 320) Next, the configurations of the driver board 310 and the sub-connection board 320 will be described. The driver board 310 includes a motor driver (not shown) and a lamp driver (not shown). The motor control data output from the performance control board 300 is input to the motor driver. Then, the motor driver controls the output of excitation signals (drive currents) to various motors 23 (such as the motors 23 constituting the movable body units) arranged in the game board unit 10 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. Then, the lamp driver controls the driving (light emission) of the light emitting element groups of each system that constitutes the panel lamp 21 according to the lamp control data input from the performance control board 300. The sub-connection board 320 is configured to include a motor driver (not shown) and a lamp driver (not shown). The motor control data output from the performance control board 300 is input to the motor driver. Then, the motor driver controls the output of excitation signals (driving currents) to various motors 23 (such as the motors 23 constituting the movable body unit) arranged in the integrated door unit 4 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. Then, the lamp driver controls the driving (light emission) of the light emitting element groups of each system that constitutes the frame lamp 20 according to the lamp control data input from the performance control board 300.
[0055] (Regarding the arrangement of pin marks PS in molded products) Next, the arrangement of the pin marks PS in the molded product will be described. The pachinko machine 1 is configured to include various molded parts. In this embodiment, the molded parts are formed by injection molding using resin as the material. Specifically, a molded product is formed by injecting heated and molten resin into a pair of dies (a fixed die and a movable die) and then cooling and solidifying it. Here, the molded product formed by the pair of dies becomes tightly attached to the movable die due to the cooling and contraction of the resin. Therefore, the movable die is provided with an ejector pin (ejector pin, E pin) for removing (pushing out, ejecting) the molded product from the die. The ejector pin is formed in a rod shape, and can be displaced between a recessed position where its tip is recessed into the surface of the die, and a protruding position where its tip protrudes from the surface of the die. After a molded product is molded by a pair of dies, the ejector pin is displaced from the recessed position to the protruding position, where the tip of the ejector pin pushes out (ejects) the molded product, making it possible to remove the molded product from the movable die.
[0056] Here, a mark of the ejector pin (hereinafter, "pin mark PS") remains on the surface of the molded product pushed out by the ejector pin at the portion where the tip of the ejector pin makes contact. Depending on the position of the pin mark PS, various defects may occur in the molded product. For example, in a molded product that includes a passage for game media (game balls, medals, etc.), if pin marks PS are placed on the inner surface of the passage, the progress of the game media passing through the passage may be impeded, and the game media may behave in an unintended manner. Therefore, in the pachinko machine 1, in a molded product that includes a passage for game media (game balls, medals, etc.), the pin marks PS are not placed on the inner surface of the passage, but are placed at a position that avoids the inner surface of the passage. This prevents the progress of the game media passing through the passage from being impeded, and prevents the game media from behaving in an unintended manner. Furthermore, if the pin marks PS are placed in a position on the molded product that is visible to the player, there is a risk that the design of the molded product will be diminished. Therefore, in the pachinko machine 1, the pin marks PS are placed in a position on the molded product that is not visible to the player. This prevents a situation in which the design of the molded product will be diminished. Hereinafter, an embodiment of the present invention will be described.
[0057] Example 1 First, a first embodiment of the present invention will be described. The first embodiment is an example in which the present invention is applied to a game ball payout device 440. Fig. 59 is an exploded perspective view of the game ball payout device 440. Fig. 60 is a perspective view showing the back side of the cover member 470 according to the first embodiment. A storage tank (not shown) for storing game balls and a game ball payout device (payout unit) 440 for paying out the game balls are arranged on the back of the pachinko machine 1. The game balls stored in the storage tank are sent to the game ball payout device 440 through a predetermined passage (not shown). The payout control board 400 controls the payout of game balls by the game ball payout device 440 (controls the driving of a motor 442 described later) based on each of the control command received from the main control board 200 and the ball lending instruction signal received from the CR unit. Then, the game balls paid out by the game ball payout device 440 flow into the receiving tray 5a through a payout passage (not shown). 59, the game ball payout device 440 includes a game ball waiting passage R1 through which game balls can pass and wait (store), a sprocket 441 capable of sending out (paying out) the game balls waiting in the game ball waiting passage R1 one by one, and a motor 442 that rotates the sprocket 441. In the game ball payout device 440, the game balls waiting in the game ball waiting passage R1 are paid out one by one by the rotation of the sprocket 441. Specifically, the game ball payout device 440 includes a base member 460 and a cover member 470 arranged on the front side (front surface side) of the base member 460. The base member 460 is a molded product made of resin. The base member 460 is formed in a flat plate shape. A sprocket 441 and a motor 442 are disposed on the front surface of the base member 460. The cover member 470 is a molded product made of resin. As shown in Fig. 60, the cover member 470 includes a front plate 471 formed in a flat plate shape, and a wall member provided to rise from the rear surface of the front plate 471 toward the rear surface side. In this embodiment, the wall members include an outer peripheral wall w1, a pair of partition walls w2, and a rib w3. The outer peripheral wall w1 is provided along each edge of the front plate 471. As a result, the outer peripheral wall w1 is provided so as to surround the front plate 471. The pair of partition walls w2 are provided in an area inside the outer peripheral wall w1. The pair of partition walls w2 partition the game ball waiting passage R1. The rib w3 is provided in the inner region of the outer peripheral wall w1. The rib w3 reinforces the cover member 470. In the game ball payout device 440, a game ball waiting passage R1 is defined between the base member 460 and the front plate 471 of the cover member 470 by a pair of partition walls w2. That is, the game ball waiting passage R1 is defined by an area between the pair of partition walls w2 on the front side of the base member 460, an area between the pair of partition walls w2 on the back side of the front plate 471, an inner surface of one partition wall w2, and an inner surface of the other partition wall w2. As a result, the inner surface of the game ball waiting passage R1 (the inner surface defining the back side, the inner surface defining the front side, the inner surface defining the side surface on one side, and the inner surface defining the side surface on the other side) is configured by the area between the pair of partition walls w2 on the front side of the base member 460, the area between the pair of partition walls w2 on the back side of the front plate 471, the inner surface of one partition wall w2, and the inner surface of the other partition wall w2. Here, the inner surface of the game ball waiting passage R1 is a surface with which the game ball passing through the game ball waiting passage R1 may come into contact. In the base member 460, the pin marks PS are arranged at positions that avoid the inner surface of the game ball waiting passage R1. That is, the pin marks PS are not arranged in the area between the pair of partition walls w2 on the front surface of the base member 460. In this embodiment, the pin marks PS are arranged in areas other than the area between the pair of partition walls w2 on the front surface of the base member 460. Alternatively, the pin marks PS are arranged on the back surface of the base member 460. Furthermore, in the cover member 470, the pin marks PS are arranged at positions that avoid the inner surface of the game ball waiting passage R1. That is, the pin marks PS are not arranged in the area between the pair of partition walls w2 on the back surface of the front panel 471. In this embodiment, the pin marks PS are arranged in areas other than the area between the pair of partition walls w2 on the back surface of the front panel 471. In this case, the pin marks PS are arranged on both sides of the game ball waiting passage R1, on one side and on the other side, so as to sandwich the game ball waiting passage R1. As described above, in the game ball payout device 440 according to the first embodiment, the pin marks PS are arranged on the back surface of the front plate 471 of the cover member 470. At this time, the pin marks PS are arranged at a position on the back surface of the front plate 471 that avoids the area that becomes the inner surface of the game ball waiting passage R1. This improves the degree of freedom in the arrangement of the pin marks PS, while preventing a situation in which the progress of the game ball passing through the game ball payout device 440 is impeded, and makes it possible to prevent a situation in which the game ball behaves in an unintended manner.
[0058] Example 2 Next, a description will be given of a second embodiment of the present invention. The second embodiment is an example in which the present invention is applied to a game ball payout device 440. FIG. 61 is a perspective view showing the rear side of the cover member 470 according to the second embodiment. The configuration of the game ball payout device 440 according to the second embodiment is the same as the configuration of the game ball payout device 440 according to the first embodiment. However, in the game ball payout device 440 according to the second embodiment, the arrangement of the pin marks PS on the cover member 470 is different from that of the game ball payout device 440 according to the first embodiment. That is, in the cover member 470 according to the second embodiment, the pin marks PS are arranged on the end faces (end faces facing the rear side) of the wall members (the outer peripheral wall w1, the partition wall w2, or the rib w3). In particular, the pin marks PS are arranged on the end faces of at least one of the wall members among the outer peripheral wall w1, the partition wall w2, and the rib w3. In this case, the wall member may be configured to have a larger (thicker) thickness in the portion where the pin marks PS are arranged compared to other portions, thereby making it possible to secure a wider area for arranging the pin marks PS. Here, in the cover member 470, the end face of the wall member (the outer peripheral wall w1, the partition wall w2, or the rib w3) becomes a joint surface that contacts the front face of the base member 460. As a result, if a convex pin mark PS is formed on the end face of the wall member, when the cover member 470 is assembled to the base member 460, a gap is generated between the end face of the wall member and the front face of the base member 460, and the assembly of the cover member 470 to the base member 460 may be incomplete. Therefore, in this embodiment, the pin mark PS arranged on the end face of the wall member is made concave. In particular, during molding with a mold, a recess (hole) is formed on the end face of the wall member, and the pin mark PS is arranged inside the recess. This makes it possible to prevent the assembly of the cover member 470 to the base member 460 from being incomplete. Furthermore, in this embodiment, a draft angle is set for the wall member on which the pin marks PS are arranged. That is, the wall member on which the pin marks PS are arranged is inclined with respect to a line (imaginary line) perpendicular to the front plate 410 so as to facilitate removal from the mold. Specifically, when the pin marks PS are arranged on the end face of the outer peripheral wall w1, the outer peripheral wall w1 is inclined so as to fall toward the outside. Also, when the pin marks PS are arranged on the end faces of a pair of partition walls w2, the pair of partition walls w2 are inclined so that the distance on the back side is larger (open toward the back side) than the distance on the front side (front plate 471 side). This makes it possible to easily remove the cover member 470 from the mold using the ejection pin. As described above, in the cover member 470 according to the second embodiment, the pin marks PS are arranged on the end faces of the wall members (the outer peripheral wall w1, the partition wall w2, or the rib w3). This makes it possible to prevent the progress of the game ball passing through the game ball payout device 440 from being impeded, and to prevent the game ball from behaving in an unintended manner. Even if the cover member 470 is made of a transparent or translucent material, it is possible to make the pin marks PS difficult to see when viewed from the front side, and to prevent a decrease in design.
[0059] Example 3 Next, a third embodiment of the present invention will be described. The third embodiment is an example in which the present invention is applied to a game ball payout device 440. Fig. 62 is a rear view of the cover member 470 according to Example 3. Fig. 62(a) shows the cover member 470 in a state where the waste portion 472 is provided, and Fig. 62(b) shows the cover member 470 in a state where the waste portion 472 has been cut away. The configuration of the game ball payout device 440 according to the embodiment 3 is the same as the configuration of the game ball payout device 440 according to the embodiment 1. However, in the game ball payout device 440 according to the embodiment 3, the arrangement of the pin marks PS on the cover member 470 is different from that of the game ball payout device 440 according to the embodiment 1. That is, in the cover member 470 according to the third embodiment, a discarded portion 472 which is a portion for pushing out by a pushing pin is provided, and in the discarded portion 472, the pin mark PS is arranged. Specifically, as shown in Fig. 62(a), the cover member 470 according to Example 3 is formed as a molded product in which a throw-away portion 472 is provided in the wall member during molding using a die, and pin marks PS are arranged in the throw-away portion 472. In this example, the throw-away portion 472 is provided in the outer peripheral wall w1. Then, as shown in Fig. 62(b), after the cover member 470 is removed from the die using an ejection pin, the throw-away portion 472 is cut off to form a finished product. As described above, in the cover member 470 according to Example 3, the discarded portion 472 is provided in the molded product, and the pin marks PS are arranged in the discarded portion 472. Then, after the cover member 470 is removed from the mold, the discarded portion 472 is cut away. This makes it possible to secure a wide area for arranging the pin marks PS. Also, since the pin marks PS do not remain in the cover member 470, it is possible to prevent a decrease in design.
[0060] Example 4 Next, a fourth embodiment of the present invention will be described. The fourth embodiment is an example in which the present invention is applied to a rail base 520. Fig. 63 is a perspective view showing the front side of the game board 11. Fig. 64 is a perspective view showing a state in which the outer rail 530 is removed from the rail base 520. As shown in FIG. 63, an inner rail 510 (corresponding to the inner rail 12 shown in FIG. 2), a rail base 520, and an outer rail 530 (corresponding to the outer rail 13 shown in FIG. 2) are attached to the front of the game board 11. The inner rail 510 is a molded product made of resin. When viewed from the front side, the inner rail 510 is configured in an arc shape. The outer peripheral surface of the inner rail 510 forms an inner guide surface (not shown) that guides the game ball. A return ball prevention piece 511 (corresponding to the ball return prevention mechanism 14 shown in Figure 66) is provided at the tip of the inner rail 510. The return ball prevention piece 511 prevents the game ball launched from the launch passage r1 to the game area 30 from returning to the launch passage r1 again. The rail base 520 is a molded product made of resin. As shown in Fig. 64, the rail base 520 is provided with a guide surface 521 that supports the outer rail 530. The guide surface 521 extends in an arc shape when viewed from the front side. At least a portion of the guide surface 521 in the longitudinal direction is inclined toward the rear side (the front side of the game board 11). In this embodiment, substantially the entire longitudinal area of the guide surface 521 is inclined toward the rear side. This allows at least a portion (substantially the entire area in this embodiment) of the outer guide surface 531 of the outer rail 530 supported by the guide surface 521 in the longitudinal direction to be inclined toward the rear side (the front side of the game board 11). This makes it difficult for the game ball launched by the game ball launching device 430 to flow toward the front side (the transparent plate 4a side), making it possible to suppress contact with the transparent plate 4a. A plurality of protrusions (bosses) pr are provided on the guide surface 521. Each protrusion pr is formed as a substantially elliptical convex portion and is provided so as to protrude from the guide surface 521. Each protrusion pr is fitted into a guide hole gh provided in the outer rail 530, and determines the position of the outer rail 530 relative to the rail base 520 (game board 11). The outer rail 530 is made of metal and is formed in a flat plate shape, and extends in an arc shape when viewed from the front side. The outer peripheral surface of the outer rail 530 formed in an arc shape is supported by a guide surface 521 of the rail base 520. The inner peripheral surface of the outer rail 530 formed in an arc shape constitutes an outer guide surface 531 that guides the game ball. A plurality of guide holes gh are provided in the outer rail 530 (outer guide surface 531). Each guide hole gh is a through hole that penetrates the outer rail 530 in the thickness direction. Each guide hole gh is a substantially elliptical through hole into which the protrusion pr can be fitted. In the outer rail 530 (outer guide surface 531), guide holes gh are provided at positions corresponding to the respective protrusions pr provided on the guide surface 521 when the outer rail 530 is supported (attached) on the guide surface 521. As a result, the guide holes gh and the protrusions pr guide (prescribe) the attachment position of the outer rail 530 relative to the rail base 520 (guide surface 521), and further guide (prescribe) the attachment position of the outer rail 530 relative to the game board 11. To attach the outer rail 530 to the game board 11, first, the rail base 520 is attached to the front of the game board 11. To do this, a positioning protrusion (not shown) provided on the back side of the rail base 520 is inserted into a positioning recess (not shown) provided on the front of the game board 11. This positions the rail base 520 at a predetermined position on the front of the game board 11. Then, the rail base 520 is fixed to the front of the game board 11 by screws. Next, the outer rail 530 is attached to the rail base 520. For this, the outer peripheral surface of the outer rail 530 is arranged along the guide surface 521 of the rail base 520. Then, each protrusion pr provided on the guide surface 521 is inserted (fitted) into each guide hole gh provided in the outer rail 530. In this way, the outer rail 530 is attached to the rail base 520 with substantially the entire outer peripheral surface of the outer rail 530 in the longitudinal direction being supported by the guide surface 521. In front of the game board 11, a game area 30 is defined by an inner rail 510, an outer rail 530, etc. In addition, in front of the game board 11, an inner guide surface of the inner rail 510 and an outer guide surface 531 of the outer rail 530 are arranged facing each other at a predetermined interval. Then, between the inner guide surface and the outer guide surface 531, a launch passage r1 is formed that guides the game balls launched by the game ball launching device 430 to the game area 30. In particular, in the rail base 520, the guide surface 521 becomes a joint surface that contacts the outer peripheral surface of the outer rail 530. As a result, if a pin mark PS is formed in the guide surface 521, when the outer rail 530 is attached to the guide surface 521, the outer rail 530 may be curved (protrude or sink) at a position that overlaps with the pin mark PS in the longitudinal direction of the outer rail 530, and the trajectory of the game ball shot along the outer guide surface 531 may become irregular. Therefore, in this embodiment, the pin mark PS is arranged in the rail base 520 at a position that avoids the guide surface 521. That is, the pin mark PS is not arranged on the guide surface 521. Further, the back surface of the rail base 520 becomes a joint surface that comes into contact with the front surface of the game board 11. As a result, if a convex pin mark PS is formed on the back surface of the rail base 520, when the rail base 520 is attached to the game board 11, a gap may be generated between the front surface of the game board 11 and the back surface of the rail base 520, and the attachment of the rail base 520 to the game board 11 may be incomplete. Therefore, in this embodiment, the pin mark PS is arranged in the rail base 520 at a position that avoids the back surface. In other words, the pin mark PS is not arranged on the back surface of the rail base 520. In this embodiment, the pin marks PS are arranged on the front surface of the rail base 520. At this time, the pin marks PS arranged on the front surface of the rail base 520 are formed to have a concave shape. In particular, during molding using a mold, a recess (hole) is formed on the front surface of the rail base 520, and the pin marks PS are arranged inside the recess. This makes it possible to prevent the pin marks PS from interfering with the transparent plate 4a. In this embodiment, a configuration may be used in which a concave pin mark PS is arranged on the back surface of the rail base 520. In particular, a concave portion (hole portion) may be formed on the back surface of the rail base 520 during molding using a metal mold, and the pin mark PS may be arranged inside the concave portion. As described above, in the rail base 520 according to the fourth embodiment, the pin marks PS are arranged on the front surface of the rail base 520. This makes it possible to prevent the rail base 520 from being incompletely attached to the game board 11, and also makes it possible to prevent the outer rail 530 attached to the rail base 520 from being curved.
[0061] Example 5 Next, a description will be given of a fifth embodiment of the present invention. The fifth embodiment is an example in which the present invention is applied to a decorative member 700. Figure 65 is a perspective view of decorative member 700. Figure 65(a) shows the front side of decorative member 700, and Figure 65(b) shows the back side of decorative member 700. The decorative member 700 is arranged in front of the game board 11, in front of the decorative portion 4b, etc., for the purpose of decorating the pachinko machine 1. 65, decorative member 700 is formed in a box shape (approximately cubic shape) with an open (apertured) rear side. Specifically, decorative member 700 includes a front plate 710 and an outer peripheral plate 720 that is provided so as to rise from the rear surface of front plate 710 toward the rear side. Various decorations (designs) are applied to the front surface of the front panel 710. The decorative member 700 is a molded product made of resin. In particular, the decorative member 700 is made of a transparent or translucent material. Here, if the pin marks PS are arranged on the back surface of the front plate 710, which is made of a transparent or translucent material, the pin marks PS may be seen by the player, which may reduce the design quality of the decorative member 700. Therefore, in this embodiment, the pin marks PS are arranged on the end surface (the end surface facing the back surface) of the outer peripheral plate 720. Note that, if the back surface of the front plate 710 is configured to have a rib that rises from the back surface of the front plate 710 toward the back surface, the pin marks PS may be arranged on the end surface (the end surface facing the back surface) of the rib. In particular, in the decorative member 700, the end face of the outer peripheral plate 720 (or the rib) becomes a joining surface that contacts the surface of other members such as the front of the game board 11 and the front of the decorative part 4b. As a result, if a convex pin mark PS is formed on the end face of the outer peripheral plate 720 (or the rib), when the decorative member 700 is attached to the other member, a gap may occur between the surface of the other member and the end face of the outer peripheral plate 720 (or the rib), and the attachment of the decorative member 700 to the other member may be incomplete. Therefore, in this embodiment, the pin mark PS arranged on the end face of the outer peripheral plate 720 (or the rib) is made concave. In particular, during molding using a mold, a recess (hole) is formed on the end face of the outer peripheral plate 720 (or the rib), and the pin mark PS is arranged inside the recess. This makes it possible to prevent the decorative member 700 from being incompletely attached to the other member. As described above, in the decorative member 700 according to Example 5, the pin marks PS are arranged on the end face of the outer peripheral plate 720 (or the rib). This makes it difficult to visually recognize the pin marks PS, even if the decorative member 700 is made of a transparent or translucent material, and makes it possible to prevent a situation in which the design of the decorative member 700 is reduced.
[0062] Example 6 Next, a sixth embodiment of the present invention will be described. The sixth embodiment is an example in which the present invention is applied to an attacker unit. The attacker unit (not shown) constitutes a part of the game board 11. Inside the attacker unit, a plurality of game ball passages are formed as passages through which game balls flow (hereinafter, referred to as "game ball passages"). The plurality of game ball passages constitute a part of the right-side path. The attacker unit includes a base member and a cover member disposed on the front side of the base member. The base member is a molded product made of resin. The base member is formed in a flat plate shape. The front surface of the base member forms part of the board surface. In particular, the front surface of the base member defines (forms) the rear side of a plurality of game ball passages. The base member is provided with various ball entry ports (e.g., second large prize entry port 55). The cover member is a molded product made of resin. The cover member is made of a transparent or semi-transparent material so that the game balls passing through each game ball passage can be visually confirmed. The cover member includes a front plate and a partition wall provided on the back surface of the front plate. The front plate is formed in a flat plate shape. The back surface of the front plate defines the front side of the plurality of game ball passages. In this embodiment, various decorations (designs) are applied to the front surface of the front plate. The partition wall is provided so as to rise from the rear surface of the front plate toward the rear surface side. The side surface of the partition wall partitions the side surface side of the multiple game ball passages. That is, in the attacker unit, the partition wall partitions (forms) multiple game ball passages in the area between the front surface of the base member and the rear surface of the front plate. Here, if the cover member is made of a transparent or translucent material, and the pin marks PS are arranged on the front side of the front plate, the pin marks PS may be visible when the player visually checks the game ball passing through the game ball passage, which may reduce the design of the attacker unit. Also, if the base member is made of a transparent or translucent material, and the pin marks PS are arranged on the surface behind the inner surface of the game passage (specifically, the back surface of the base member) when viewed from the front side, the pin marks PS may be visible when the player visually checks the game ball passing through the game ball passage, which may reduce the design of the attacker unit. Therefore, in the attacker unit, the pin marks PS are arranged at a position that avoids the inner surface of the game ball passage, the front surface of the front plate, and the surface that is the back side of the inner surface of the passage when viewed from the front side (specifically, the back surface of the base member). For example, the pin marks PS are arranged on the end surface of a rib provided on the front plate / base member. This makes it difficult to visually recognize the pin marks PS, and makes it possible to prevent a situation in which the design of the attacker unit is deteriorated. Here, in cases where the end faces of the ribs provided on the front plate / base member are to become joining surfaces that come into contact with other members, it is preferable that the pin marks PS placed on the end faces of the ribs have a concave shape. In particular, it is preferable that a recess (hole) is formed on the end face of the rib during molding using a metal mold, and the pin marks PS are placed inside the recess. In addition, when the attacker unit (particularly the cover member or base member) is made of a non-transparent resin material, the pin marks PS may be arranged on the surface behind the inner surface of the game ball passage when viewed from the front side (specifically, the back surface of the base member). This improves the freedom in arranging the pin marks PS while making them difficult to see, and makes it possible to suppress a decrease in the design of the attacker unit. Furthermore, when the attacker unit (particularly the cover member) is made of a non-transparent resin material, the pin marks PS may be arranged at a position on the back surface of the front panel that avoids the area that becomes the inner surface of the game ball passage. This improves the degree of freedom in the arrangement of the pin marks PS while making them difficult to see, and prevents a decrease in the design of the attacker unit.
[0063] (Other Examples) For molded products made of resin that can be touched by the player (for example, the performance button 5b, rotary selector c, launch handle 6, receiving tray 5a, etc.), the pin marks PS are placed in a position that avoids the parts of the molded product that can be touched by the player. This makes it possible to prevent a situation in which a player who touches the molded product feels uncomfortable. The other embodiments may be combined with the configurations according to the first to sixth embodiments.
[0064] (Regarding gaming machine status) In the pachinko machine 1, six states (specifically, a playable state, a setting change state, a setting confirmation state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state) are defined as the gaming machine state. The RAM 230 of the main control board 200 is provided with a gaming machine state flag area. In the gaming machine state flag area, a value corresponding to one of six gaming machine states (specifically, a playable state, a setting change state, a setting confirmation state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state) is stored (set) as a gaming machine state flag. Then, in the pachinko machine 1, a gaming machine state corresponding to the value stored in the gaming machine state flag area is generated.
[0065] The "playable state" is a state of the gaming machine in which game progress is possible. During the occurrence of the playable state, execution of the processes of steps S4-9 to S4-18 described below is permitted, which allows the progress of the game (normal game and special game). During the occurrence of a playable state, the base ratio is displayed on the performance display device 206. Also, on the main display device 60, information related to the game is displayed.
[0066] The "setting change state" is a gaming machine state in which the setting values stored in the setting value area of RAM 230 can be changed. The setting change state occurs when the setting change condition is satisfied. In this embodiment, the setting change condition is satisfied when a detection signal is input from the inner frame open sensor 108, a detection signal is input from the setting key switch 208, and a detection signal is input from the RAM clear switch 207 at power-on. In other words, when the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is pressed at power-on, the setting change state occurs. During the setting change state, the execution of the processes in steps S4-9 to S4-18, which will be described later, is prohibited, and the games (specifically, the normal games and the special games) are thereby stopped. Furthermore, during the setting change state, the setting value stored in the setting value area is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to the external device. Furthermore, while the setting change state is occurring, it is possible to change the setting value stored in the setting value area by pressing the RAM clear switch 207. Then, when the key switch 208 is rotated to the OFF state while the setting change state is occurring, the setting change state is replaced by a playable state. This fixes the setting value stored in the setting value area.
[0067] The "setting confirmation state" is a gaming machine state in which the setting values stored in the setting value area of RAM 230 can be confirmed. The setting confirmation state occurs when the setting confirmation condition is satisfied. In this embodiment, the setting confirmation condition is satisfied when, at power-on, a detection signal is input from the inner frame open sensor 108, a detection signal is input from the setting key switch 208, and a detection signal is not input from the RAM clear switch 207. In other words, at power-on, if the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is not pressed, the setting confirmation state occurs. During the setting confirmation state, the execution of the processes in steps S4-9 to S4-18 described below is prohibited, which causes the games (specifically, the normal games and the special games) to be stopped. Furthermore, while the setting confirmation state is occurring, the setting values stored in the setting value area are displayed on the performance display device 206. This makes it possible to confirm the setting values stored in the setting value area. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to the external device. It should be noted that while the setting confirmation state is occurring, the setting values stored in the setting value area cannot be changed. When the key switch 208 is rotated to the OFF state while the setting confirmation state is occurring, the setting confirmation state is replaced with a playable state.
[0068] The "setting abnormality state" refers to the state of the gaming machine in which a setting abnormality has occurred. The setting abnormal state occurs when, during a playable state, it is determined that the setting value set in the setting value area is not within a specified range. During the occurrence of the setting abnormal state, the execution of the processes in steps S4-9 to S4-18 described below is prohibited, which causes the games (specifically, the normal games and the special games) to be stopped. Furthermore, during the occurrence of a setting abnormality, an error code designating the occurrence of a setting abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the abnormal setting state, it is necessary to perform a power-off and power-on to cause a setting change state.
[0069] "RAM abnormality state" refers to the state of the gaming machine in which a RAM abnormality has occurred. The RAM abnormal state occurs when it is determined that a read / write abnormality has occurred in the RAM 230 upon power-on. During the occurrence of the RAM abnormal state, the execution of the processes in steps S4-9 to S4-18 described below is prohibited, which causes the games (specifically, the normal games and the special games) to be stopped. Furthermore, while a RAM abnormality occurs, an error code designating the occurrence of a RAM abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a RAM abnormality, it is necessary to perform a power-off and power-on to cause a setting change state.
[0070] The "backup abnormality state" is a gaming machine state in which a backup abnormality has occurred. The backup abnormality state occurs when it is determined that a backup abnormality (specifically, an abnormality in the backup flag or an abnormality in the checksum) has occurred in the RAM 230 when the power is turned on. During the occurrence of the backup abnormal state, the execution of the processes of steps S4-9 to S4-18 described below is prohibited, which causes the games (specifically, the normal games and the special games) to be stopped. Furthermore, during the occurrence of a backup abnormality, an error code designating the occurrence of a backup abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. In order to recover from the backup abnormal state, it is necessary to perform a power off and power on to cause a setting change state.
[0071] (About the setting value) Next, the setting values (setting information) set in the pachinko machine 1 will be described. The "set value" is information that specifies the probability of winning the special symbol lottery (the first special symbol lottery and the second special symbol lottery). In this embodiment, the set value is specified to be a value of "0" to "5". The RAM 230 of the main control board 200 is provided with a set value area. In the set value area, any one of "0" to "5" is stored (set) as a set value. The probability of winning the special symbol lottery is set to the probability according to the value set in the set value area. In this embodiment, the probability of winning a "big win" through the special pattern lottery (first special pattern lottery and second special pattern lottery) changes according to the value set in the set value area. On the other hand, the probability of winning a "small win" through the special pattern lottery (first special pattern lottery and second special pattern lottery) does not change according to the value set in the set value area. Note that the probability of winning a "small win" through the special pattern lottery may be configured to change according to the value set in the set value area, just like the probability of winning a "big win" through the special pattern lottery. The winning probability of the special pattern lottery corresponding to each setting value (probability of winning the "jackpot") is, in order from highest to lowest, as follows: winning probability corresponding to setting value = "5", winning probability corresponding to setting value = "4", winning probability corresponding to setting value = "3", winning probability corresponding to setting value = "2", winning probability corresponding to setting value = "1", winning probability corresponding to setting value = "0" (winning probability "high" → winning probability "low").
[0072] In particular, in the pachinko machine 1, it is possible to change (select) the setting value stored in the setting value area during the setting change state. Here, the change of the setting value is executed by the manager of the pachinko machine 1 (such as an employee of the game center where the pachinko machine 1 is installed). That is, as described above, when the power is turned on, if the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is pressed, a setting change state is generated. During the setting change state, the setting value stored in the setting value area is displayed on the performance display device 206. Furthermore, each time the RAM clear switch 207 is pressed, the setting value stored in the setting value area is changed. At this time, if the setting value set in the setting value area is changed, the setting value displayed on the performance display device 206 is also changed accordingly. When the key switch 208 is rotated to the OFF state while the setting change state is occurring, the setting change state is replaced by a playable state, whereby the setting value stored in the setting value area is confirmed.
[0073] (Base ratio) In the pachinko machine 1, while a playable state occurs, the CPU 210 calculates a base ratio (base value). In this embodiment, the base ratio is calculated only while a predetermined play state occurs (specifically, while a special low probability state occurs and while time-saving control is stopped). During the occurrence of a playable state, the calculated base ratio is displayed on the performance display device 206. The "base ratio" is information calculated based on the number of game balls shot into the game area 30 and the number of prize balls paid out in response to the game balls entering predetermined entry ports (in this embodiment, the start ports 51-53 and the other winning ports 56, 57a-57c). Specifically, the base ratio is the ratio (percentage) of the number of payouts (the number of prize balls paid out) to the number of out balls (the number of game balls shot out).
[0074] In this embodiment, the base ratio in each predetermined interval (period) is calculated. As the predetermined interval, an interval in which a predetermined number of out balls (60,000 balls in this embodiment) is detected (discharged) is defined. That is, each interval is started in response to the end of the previous interval, and is ended in response to the number of out balls detected during the current interval reaching the predetermined number (60,000 balls). Then, the CPU 210 calculates the base ratio at any time (in real time) during each interval. Note that a predetermined time may be defined as the predetermined section. That is, the CPU 210 may be configured to calculate the base ratio for each predetermined time. The "number of out balls" refers to the number of out balls. The "out balls" refer to game balls discharged from the game area 30. Specifically, the out balls are game balls that have passed through the discharge path (game balls detected by the out switch 109). In addition, the game ball discharged from the outlet 58 may be regarded as the out ball. Specifically, the out switch 109 may be configured to detect only the game ball discharged from the outlet 58, and the game ball detected by the out switch 109 may be regarded as the out ball. The "number of payouts" refers to the total number of prize balls paid out in response to the entry of game balls into the start holes 51 to 53 and the other winning holes 56, 57a to 57c.
[0075] (About game status) Next, the game states defined in the pachinko machine 1 will be explained. FIG. 5 is a diagram showing the contents of the game state. In the pachinko machine 1, it is possible to execute time-saving control as auxiliary control that is advantageous to the player. During the execution of the time-saving control, the probability of winning the "normal pattern hit" by the normal pattern lottery described later is improved compared to when the time-saving control is stopped. In other words, when the time-saving control is stopped, the normal pattern is in a low probability state, and when the time-saving control is executed, the normal pattern is in a high probability state. And, when the time-saving control is stopped (when the normal pattern low probability state occurs), the probability of winning the "normal pattern hit" by the normal pattern lottery is set to the first probability. On the other hand, when the time-saving control is being executed (when the normal pattern high probability state occurs), the probability of winning the "normal pattern hit" by the normal pattern lottery is set to the second probability, which is higher than the first probability. In addition, during the execution of the time-saving control, the time for displaying the variable display of the normal symbol is shortened compared to when the time-saving control is stopped, and in the normal winning game state described later, the number of times the normal electric device 53a is opened is increased and the opening time of the normal electric device 53a is extended. Furthermore, during the execution of the time-saving control, the time for displaying the variable display of the special symbol (hereinafter referred to as "variable time") is shortened compared to when the time-saving control is stopped.
[0076] In addition, in the pachinko machine 1, a special pattern low probability state and a special pattern high probability state are defined as game states related to the probability of winning the special pattern lottery (first special pattern lottery and second special pattern lottery) described below. The probability of winning the "jackpot" through the special pattern lottery (first special pattern lottery and second special pattern lottery) changes when a special pattern low probability state occurs and when a special pattern high probability state occurs. That is, during the occurrence of the special pattern low probability state, the probability of winning the "jackpot" through the special pattern lottery (first special pattern lottery or second special pattern lottery) is set to a first probability (probability according to a set value). On the other hand, during the occurrence of the special pattern high probability state, the probability of winning the "jackpot" through the special pattern lottery (first special pattern lottery or second special pattern lottery) is set to a second probability (probability according to a set value) higher than the first probability. On the other hand, the probability of winning a "small win" through the special pattern lottery (first special pattern lottery and second special pattern lottery) does not change whether the special pattern low probability state is occurring or the special pattern high probability state is occurring.
[0077] As a result, as shown in FIG. 5, in the pachinko machine 1, four game states (specifically, "game state A" to "game state D") are defined. "Game state A" is a game state in which the time-saving control is stopped (a normal low probability state is occurring) and a special low probability state is occurring. "Game state B" is a game state in which time-saving control is being executed (a normal high probability state is occurring) and a special high probability state is occurring. "Game state C" is a game state in which the time-saving control is stopped (a low probability state of normal winning is occurring) and a high probability state of special winning is occurring. "Game state D" is a game state in which time-saving control is being executed (a normal high probability state is occurring) and a special low probability state is occurring.
[0078] (About various lotteries) Next, various types of lotteries executed in the pachinko machine 1 will be described. Fig. 6 is a diagram showing the winning probabilities for various lotteries. Fig. 7 is a diagram showing the winning types for various lotteries. FIG. 6(a) shows the winning probability of the normal symbol lottery, FIG. 6(b) shows the winning probability of the first special symbol lottery, and FIG. 6(c) shows the winning probability of the second special symbol lottery. In addition, Figure 7(a) shows the winning type (type of "jackpot pattern") selected when a "jackpot" is won by the first special pattern lottery, and Figure 7(b) shows the winning type (type of "jackpot pattern") selected when a "jackpot" is won by the second special pattern lottery.
[0079] (Regular design lottery) In the pachinko machine 1, when the game ball passes through the start gate 41, a regular symbol lottery is executed. In the pachinko machine 1, the results of the normal symbol lottery are defined as "normal symbol hit" and "miss." As shown in FIG. 6(a), in the normal pattern lottery (determination of whether the normal pattern is a hit or a loss) that is executed while the time-saving control is stopped (while the normal pattern low probability state occurs), the probability of being determined to be a “normal pattern hit” (win) is 1 / 65536. On the other hand, in the normal pattern lottery (normal pattern winning / losing determination) that is executed while the time-saving control is being executed (while the normal pattern high probability state is occurring), the probability of being determined to be a "normal pattern win" (winning) is 1 / 1 (or approximately 1 / 1).
[0080] In addition, in the pachinko machine 1, only "normal winning pattern 1" is specified as the winning type (type of normal winning pattern) to be selected when a "normal winning pattern" is won by the normal pattern lottery. When the "regular winning pattern 1" is won, the regular pattern display device is controlled to stop and display the regular pattern at "regular winning pattern 1". On the other hand, if the player loses the regular symbol lottery (in the case of a "lose" result), the regular symbol display device is controlled to stop and display the regular symbol as a "lose symbol." When the "normal winning pattern 1" is selected, a normal winning game state is generated. In the normal winning game state, the normal electric device 53a is displaced (opened) from a closed state to an open state, and the game ball can enter the third starting hole 53. In the normal winning game state, the number of times the normal electric device 53a opens is set to 1 [time] or 3 [times], and the opening time of the normal electric device 53a each time is set to 0.5 [s] or 2.0 [s]. At this time, during execution of the time-saving control, the number of times that the normal electric device 53a is opened is set to 3 [times], and the opening time of the normal electric device 53a in each opening is set to 2.0 [s]. On the other hand, while the time-saving control is stopped, the number of times that the normal electric device 53a opens is set to 1 [time], and the opening time of the normal electric device 53a in each opening is set to 0.5 [s].
[0081] (Special design lottery) In addition, in the pachinko machine 1, a first special pattern lottery is executed when a game ball enters the first starting hole 51, and a second special pattern lottery is executed when a game ball enters the second starting hole 52 or the third starting hole 53. In the pachinko machine 1, the results of the first special symbol lottery are stipulated as "big win", "small win", and "loss". On the other hand, the results of the second special symbol lottery are stipulated as "big win", "small win", and "loss". In addition, the first special pattern lottery may be configured so that a "small win" cannot be won.
[0082] As shown in Figures 6(b) and (c), in the pachinko machine 1, the probability of winning a "big win" through the special pattern drawing (first special pattern drawing and second special pattern drawing) is 1 / 319 (varies according to the set value) when a special pattern low probability state is occurring, and is 1 / 136 (varies according to the set value) when a special pattern high probability state is occurring. In addition, the probability of winning a "small win" through the first special pattern drawing is 1 / 50. Furthermore, the probability of winning a "small win" through the second special pattern drawing is 1 / 10. Here, as described above, the probability of winning the "jackpot" by the special pattern lottery (the first special pattern lottery or the second special pattern lottery) varies according to the set value. Note that the probability of winning the "jackpot" by the special pattern lottery (the first special pattern lottery or the second special pattern lottery) may be configured not to vary according to the set value.
[0083] As shown in Figure 7(a), in the pachinko machine 1, "jackpot pattern 1" and "jackpot pattern 2" are defined as the winning types (types of jackpot patterns) to be selected when a "jackpot" is won through the first special pattern lottery. On the other hand, as shown in FIG. 7(b), “jackpot pattern 3” to “jackpot pattern 5” are specified as the winning types (types of jackpot patterns) to be selected when a “jackpot” is won by the second special pattern lottery. In addition, only "small win pattern 1" is specified as the winning type (type of small win pattern) to be selected when a "small win" is won through the first special pattern lottery or the second special pattern lottery.
[0084] When the "jackpot pattern 1" is selected, the stop pattern (display mode) corresponding to the "jackpot pattern 1" is displayed on the special pattern 1 display device. Also, the stop pattern (display mode) corresponding to the "chance pattern" is displayed on the performance pattern display area A. Here, the "chance pattern" is, for example, a display mode in which the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 is a "number pattern" showing the same even numbers, such as "2, 2, 2," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 is a predetermined color. When the "jackpot pattern 2" is selected, the stop pattern (display mode) corresponding to the "jackpot pattern 2" is displayed on the special chart 1 display device. Also, the stop pattern (display mode) corresponding to the "chance pattern" is displayed on the performance pattern display area A.
[0085] When the "jackpot pattern 3" is selected, the stop pattern (display mode) corresponding to the "jackpot pattern 3" is displayed in a stopped state on the special chart 2 display device. Also, in the performance pattern display area B, the stop pattern (display mode) corresponding to the "rush pattern" is displayed in a stopped state. Here, the "rush pattern" is, for example, a display mode in which the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 is a "number pattern" showing specific numbers, such as "7, 7, 7," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color. When the "jackpot pattern 4" is selected, the stop pattern (display mode) corresponding to the "jackpot pattern 4" is displayed on the special pattern 2 display device. Also, in the performance pattern display area B, the stop pattern (display mode) corresponding to the "variable pattern" is displayed. Here, the "probable bonus pattern" is a display mode in which, for example, the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 is a "number pattern" showing the same odd numbers, such as "3, 3, 3," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color.
[0086] When the "jackpot pattern 5" is selected, the stop pattern (display mode) corresponding to the "jackpot pattern 5" is displayed on the special chart 2 display device. Also, in the performance pattern display area B, the stop pattern (display mode) corresponding to the "normal pattern" is displayed. Here, the "normal pattern" refers to a display mode in which, for example, the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 is a "number pattern" showing the same even numbers, such as "4, 4, 4," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color.
[0087] On the other hand, when the "small winning pattern 1" is won, the stop pattern (display mode) corresponding to the "small winning pattern 1" is stopped and displayed on the special pattern display device (special pattern 1 display device or special pattern 2 display device). Also, in the performance pattern display areas A and B, the stop pattern (display mode) corresponding to the "small winning pattern" is stopped and displayed. Here, the "small winning pattern" is, for example, a display mode in which the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 is a combination having a predetermined regularity, such as "1, 2, 3," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color. On the other hand, if the player loses the special symbol lottery (first special symbol lottery or second special symbol lottery) (in the case of a "lose"), the stop symbol (display mode) corresponding to the "lose symbol" is displayed on the special symbol display device (special symbol 1 display device or special symbol 2 display device). Also, the stop symbol (display mode) corresponding to the "lose symbol" is displayed on the performance symbol display areas A and B. Here, a "losing pattern" is, for example, a display mode in which the first performance pattern z1 stopped and displayed in the three first performance pattern display areas a1 to a3 has a combination of numbers, such as "1, 6, 9," that is different from the numbers indicated by the "number pattern" stopped and displayed in at least one area and the "number pattern" stopped and displayed in the other areas, and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 has a predetermined color.
[0088] When "jackpot symbol 1" to "jackpot symbol 5" are selected, a jackpot game state is generated. In the jackpot game state, the first special electric device 54a is displaced from a closed state to an open state, and the game ball can enter the first big winning hole 54. Specifically, during the occurrence of the jackpot game state, a predetermined number of round games are executed. In this embodiment, when the "jackpot pattern 1" to the "jackpot pattern 5" are won, the number of round games is set to 6 [times]. In addition, when "jackpot pattern 1" to "jackpot pattern 5" are won, the maximum opening time of the first special electric device 54a in each round of play is set to a predetermined time (29.0 [s] in this embodiment). Each round of play ends when one of the following conditions is met: (1) the longest opening time has elapsed since the first special electric device 54a was opened, and (2) the number of game balls entering the first large prize opening 54 during the execution of that round of play reaches a predetermined upper limit (10 balls in this embodiment).
[0089] If "jackpot pattern 1" to "jackpot pattern 5" are won, the first of the predetermined number of rounds executed during the jackpot game state will be a "V round." In the "V round game", the distribution means is shifted from a non-V passing state to a V passing state. In this case, if "jackpot pattern 1" or "jackpot pattern 5" is won, the distribution means is shifted from a non-V passing state to a V passing state in such a manner that it becomes difficult (impossible) for the game ball that enters the first large winning port 54 during the V-round game to pass through the V area. As a result, if "jackpot pattern 1" or "jackpot pattern 5" is won, it becomes difficult (impossible) for the game ball to pass through the V area during the jackpot game state. Therefore, "jackpot pattern 1" or "jackpot pattern 5" is a winning type that does not actually cause a special pattern high probability state after the jackpot game state ends.
[0090] On the other hand, when "jackpot pattern 2" to "jackpot pattern 4" are won, the distribution means is shifted from a non-V passing state to a V passing state in such a manner that it becomes easy (possible) for the game ball that enters the first large prize opening 54 during the V-round game to pass through the V area. As a result, if "jackpot pattern 2" to "jackpot pattern 4" are won, the game ball can easily (possibly) pass through the V area during the jackpot game state. Therefore, "jackpot pattern 2" to "jackpot pattern 4" are the winning types that can cause a special pattern high probability state after the jackpot game state ends. Here, among the predetermined number of round games executed during the occurrence of the big win game state, in the round games other than the V round game, the distribution means is not shifted from the non-V passing state to the V passing state. This makes it impossible for the game ball that enters the first big winning opening 54 to pass through the V area during the execution of the round games other than the V round game.
[0091] If the passage of the game ball through the V region is not detected during the occurrence of a jackpot game state, the game state after the end of the jackpot game state is set to a special low probability state. On the other hand, if the passage of the game ball through the V area is detected during the occurrence of a jackpot game state, the game state after the end of the jackpot game state is determined to be a special chart high probability state. In other words, if "jackpot pattern 1" or "jackpot pattern 5" is won, it becomes difficult (impossible) for the game ball that entered the first big prize winning port 54 to pass through the V area during the V round game. As a result, the game state after the end of the jackpot game state becomes a special pattern low probability state.
[0092] On the other hand, if "jackpot pattern 2" to "jackpot pattern 4" are won, the game ball that entered the first big winning hole 54 during the V round game can easily (possibly) pass through the V area. As a result, the game state after the end of the jackpot game state is usually a special pattern high probability state. The special symbol high probability state is initiated in response to the end of a jackpot game state, and is terminated in response to the establishment of one of the following conditions: (1) the number of special symbol hit determinations executed during the occurrence of the special symbol high probability state (the number of times the notification display of the special symbol is executed during the occurrence of the special symbol high probability state) has reached a predetermined number of chance changes (in this embodiment, 10,000 times) (the number of times the variable display of the special symbol initiated during the occurrence of the special symbol high probability state has reached a predetermined number of chance changes); and (2) the start of the next jackpot game state (the stopped display of the "jackpot symbol" has ended). Here, if the condition (1) is met, the special pattern high probability state ends when the special pattern variable display for the specified number of times begins. On the other hand, if the condition (2) is met, the special pattern high probability state ends when the "jackpot pattern" stops displaying (when the stop time has elapsed).
[0093] Furthermore, a predetermined number of time-saving operations is set at the end of the big win gaming state. Then, after the end of the big win gaming state, the time-saving control is executed according to the set number of time-saving operations. As shown in Fig. 7(a), when "jackpot pattern 1" or "jackpot pattern 2" is hit, the number of time-saving times is set to 10000 [times] or 100 [times]. In this case, when the passage of the game ball through the V area during the jackpot game state is detected, the number of time-saving times is set to 10000 [times], and when the passage of the game ball through the V area during the jackpot game state is not detected, the number of time-saving times is set to 100 [times]. On the other hand, as shown in Fig. 7(b), when "jackpot pattern 3" is hit, the number of time-saving times is set to 0 [times] or 100 [times]. In this case, when the passage of the game ball through the V area during the jackpot game state is detected, the number of time-saving times is set to 0 [times], and when the passage of the game ball through the V area during the jackpot game state is not detected, the number of time-saving times is set to 100 [times]. On the other hand, if "jackpot pattern 4" or "jackpot pattern 5" is selected, the number of time-saving times is set to 10,000 [times] or 100 [times]. In this case, if the passage of the game ball through the V area during the jackpot game state is detected, the number of time-saving times is set to 10,000 [times], and if the passage of the game ball through the V area during the jackpot game state is not detected, the number of time-saving times is set to 100 [times].
[0094] If the number of time-saving times is set to 0, the time-saving control is not executed after the end of the big win game state. On the other hand, if the number of time-saving times is set to 1 or more, the time-saving control is executed after the end of the big win game state. The time-saving control is initiated in response to the end of the jackpot game state, and is terminated in response to the establishment of one of the following conditions: (1) the number of special symbol hit determinations executed during the time-saving control (the number of times the notification display of the special symbol is executed during the time-saving control) reaches the set number of time-saving times (the number of times the variable display of the special symbol initiated during the time-saving control reaches the set number of time-saving times); and (2) the start of the next jackpot game state (the stopped display of the "jackpot symbol" has ended). Here, if the condition (1) is met, the time-saving control ends when the variable display of the special symbol for the set time-saving number of times starts. On the other hand, if the condition (2) is met, the time-saving control ends when the stopped display of the "jackpot symbol" ends (when the stop time has elapsed).
[0095] When the "small win pattern 1" is selected, a small win game state is generated. In the small win game state, the second special electric device 55a is displaced from a closed state to an open state, and the game ball can enter the second large winning hole 55. Specifically, during the occurrence of the small win game state, a predetermined number of small win games are executed. In this embodiment, when the "small win pattern 1" is won, the number of small win games is set to 1 [times]. In addition, when the "small win pattern 1" is won, the maximum opening time of the second special electric device 55a in each small win game is set to a predetermined time (1.8 [s] in this embodiment). Furthermore, when the "small win pattern 1" is won, the second large winning hole 55 is opened in each small win game. That is, in each small win game, the second special electric device 55a is shifted from a closed state to an open state, and the game ball can enter the second large winning hole 55. Each small win game ends when one of the following conditions is met: the longest opening time has elapsed since the second special electric device 55a was opened, and the number of game balls entering the second large winning port 55 during the small win game has reached a predetermined upper limit (8 balls in this embodiment). In this embodiment, the game state (execution status of time-saving control) does not change before and after a small win game state.
[0096] (Special symbol change time) Next, the variation time of the special symbols selected and set during the occurrence of each game state ("game state A" to "game state D") will be described. FIG. 8 is a diagram showing the variation time of the special symbols selected and set during the occurrence of each game state. In addition, Figure 8(a) shows the change time of the special pattern selected and set when "game state A" occurs, Figure 8(b) shows the change time of the special pattern selected and set when "game state B" occurs, Figure 8(c) shows the change time of the special pattern selected and set when "game state C" occurs, and Figure 8(d) shows the change time of the special pattern selected and set when "game state D" occurs.
[0097] The time (change mode, change pattern) of the special symbol (first special symbol or second special symbol) to change when a "jackpot" occurs is selected by a winning time change pattern determination process described later. In the winning time change pattern determination process, the time (change mode, change pattern) of the special symbol is selected based on the reserved type (special symbol 1 game information or special symbol 2 game information), the game state ("game state A" to "game state D"), and the type of the stopped symbol. On the other hand, the change time (change mode, change pattern) of the special symbol (first special symbol or second special symbol) at the time of "miss" is selected by the change pattern determination process at the time of losing, which will be described later. In the change pattern determination process at the time of losing, the change time (change mode, change pattern) of the special symbol is selected based on the reserved type (special symbol 1 game information or special symbol 2 game information), the reserved number (special symbol 1 reserved number or special symbol 2 reserved number), and the game state ("game state A" to "game state D"). On the other hand, the time (changing mode, changing pattern) of the special symbol (first special symbol or second special symbol) at the time of "small win" is selected by either the winning time changing pattern determination process or the losing time changing pattern determination process. At this time, based on the game state ("game state A" to "game state D") and the reserved type (special symbol 1 game information or special symbol 2 game information), either the winning time changing pattern determination process or the losing time changing pattern determination process is selected. This eliminates the need for dedicated processing to determine the change time (change mode / change pattern) of the special pattern (first special pattern or second special pattern) when a "small win" occurs, making it possible to simplify the processing.
[0098] Specifically, as shown in Fig. 8(a), when the result of the special symbol hit judgment based on the special symbol 1 game information executed during the occurrence of "game state A" is "small hit", the fluctuation time of the first special symbol is selected by the loss time fluctuation pattern judgment process. This makes it possible to make the mode (content) of the fluctuation presentation the same whether the result of the special symbol hit judgment based on the special symbol 1 game information executed during the occurrence of "game state A" is "small hit" or "miss". On the other hand, if the result of the special symbol hit judgment based on the special symbol 2 game information executed during the occurrence of "game state A" is "small hit", the winning time change pattern judgment process selects the change time of the second special symbol. This makes it possible to make the mode (content) of the change presentation the same whether the result of the special symbol hit judgment based on the special symbol 2 game information executed during the occurrence of "game state A" is "small hit" or "big hit".
[0099] On the other hand, as shown in Fig. 8(b), when the result of the special symbol hit judgment based on the special symbol 1 game information executed during the occurrence of "game state B" is "small hit", the winning time change pattern judgment process selects the change time of the first special symbol. This makes it possible to make the mode (content) of the change presentation the same whether the result of the special symbol hit judgment based on the special symbol 1 game information executed during the occurrence of "game state B" is "small hit" or "big hit". On the other hand, if the result of the special symbol hit judgment based on the special symbol 2 game information executed during the occurrence of "game state B" is "small hit", the fluctuation time of the second special symbol is selected by the loss time fluctuation pattern judgment process. This makes it possible to make the mode (content) of the fluctuation presentation the same whether the result of the special symbol hit judgment based on the special symbol 2 game information executed during the occurrence of "game state B" is "small hit" or "miss".
[0100] On the other hand, as shown in Fig. 8(c), when the result of the special symbol hit judgment based on the special symbol 1 game information executed during the occurrence of "game state C" is "small hit", the first special symbol fluctuation time is selected by the winning time fluctuation pattern judgment process. This makes it possible to make the mode (content) of the fluctuation presentation the same whether the result of the special symbol hit judgment based on the special symbol 1 game information executed during the occurrence of "game state C" is "small hit" or "big hit". On the other hand, if the result of the special symbol hit judgment based on the special symbol 2 game information executed during the occurrence of "game state C" is "small hit", the winning time change pattern judgment process selects the change time of the second special symbol. This makes it possible to make the mode (content) of the change presentation the same whether the result of the special symbol hit judgment based on the special symbol 2 game information executed during the occurrence of "game state C" is "small hit" or "big hit". On the other hand, as shown in Fig. 8(d), when the result of the special symbol hit judgment based on the special symbol 1 game information executed during the occurrence of "game state D" is "small hit", the winning time change pattern judgment process selects the change time of the first special symbol. This makes it possible to make the mode (content) of the change presentation the same whether the result of the special symbol hit judgment based on the special symbol 1 game information executed during the occurrence of "game state D" is "small hit" or "big hit". On the other hand, if the result of the special symbol hit judgment based on the special symbol 2 game information executed during the occurrence of "game state D" is "small hit", the fluctuation time of the second special symbol is selected by the loss time fluctuation pattern judgment process. This makes it possible to make the mode (content) of the fluctuation presentation the same whether the result of the special symbol hit judgment based on the special symbol 2 game information executed during the occurrence of "game state D" is "small hit" or "miss".
[0101] In particular, in the pachinko machine 1, the groups of the fluctuation modes (combinations of fluctuation modes and fluctuation patterns) of the special symbols are defined as "normal fluctuation", "long fluctuation", "short fluctuation", and "exclusive fluctuation". "Normal fluctuation" is a group to which fluctuation modes that correspond to normal fluctuation times belong. In this embodiment, 4.0 [s] to 180.0 [s] are specified as the fluctuation times (normal fluctuation times) corresponding to each fluctuation mode belonging to "normal fluctuation." The "long fluctuation" is a group to which fluctuation modes that are associated with a long fluctuation time (hereinafter referred to as "long fluctuation time") compared to fluctuation modes that belong to other groups belong. In this embodiment, 590.0 [s] is specified as the fluctuation time (long fluctuation time) corresponding to each fluctuation mode that belongs to the "long fluctuation". "Short fluctuation" is a group to which fluctuation modes that correspond to a short fluctuation time (hereinafter, "short fluctuation time") compared to a normal fluctuation time belong. In this embodiment, 3.0 [s] to 10.0 [s] are specified as the fluctuation time (short fluctuation time) corresponding to each fluctuation mode belonging to "short fluctuation". The "exclusive variation" is a variation mode exclusive to the case where a "small win" or a "miss" is won based on the second special symbol lottery executed during the occurrence of the "game state C". In this embodiment, the variation time corresponding to each variation mode belonging to the "exclusive variation" is stipulated as 1.0 [s] to 10.0 [s]. As shown in FIG. 8(a), when the result of the special winning judgment based on the special winning information 1 during the occurrence of the "game state A" is "big win", "small win", or "miss", "normal fluctuation" is selected as the fluctuation mode. As a result, the fluctuation time is within the range of 4.0 [s] to 180.0 [s]. At this time, when the result of the special winning judgment is "big win", the fluctuation mode corresponding to "big win" (fluctuation time = within the range of 120.0 [s] to 180.0 [s]) is selected as the fluctuation mode among the fluctuation modes belonging to "normal fluctuation". On the other hand, when the result of the special winning judgment is "small win" or "miss", the fluctuation mode corresponding to "miss" (fluctuation time = within the range of 4.0 [s] to 180.0 [s]) is selected as the fluctuation mode among the fluctuation modes belonging to "normal fluctuation". On the other hand, if the result of the special winning judgment based on the special winning information 2 during the occurrence of "game state A" is "big win", "small win" or "miss", "long fluctuation" is selected as the fluctuation mode. This makes the fluctuation time 590.0 [s]. On the other hand, as shown in Fig. 8(b), when the result of the special winning judgment based on the special winning information 1 during the occurrence of "game state B" is "big win", "small win" or "miss", "long fluctuation" is selected as the fluctuation mode. As a result, the fluctuation time becomes 590.0 [s]. On the other hand, if the result of the special winning judgment based on the special winning game information executed during the occurrence of "game state B" is "jackpot", "normal fluctuation" (a fluctuation mode corresponding to "jackpot" among the fluctuation modes belonging to "normal fluctuation") is selected as the fluctuation mode. As a result, the fluctuation time is within the range of 120.0 [s] to 180.0 [s]. On the other hand, if the result of the special winning judgment based on the special winning information 2 during the occurrence of "game state B" is "small winning" or "miss", "short fluctuation" is selected as the fluctuation mode. As a result, the fluctuation time is within the range of 3.0 [s] to 10.0 [s]. On the other hand, as shown in Fig. 8(c), when the result of the special winning judgment based on the special winning information 1 during the occurrence of "game state C" is "big win", "small win" or "miss", "long fluctuation" is selected as the fluctuation mode. As a result, the fluctuation time becomes 590.0 [s]. On the other hand, if the result of the special winning judgment based on the special winning game information 2 executed during the occurrence of "game state C" is "jackpot", "normal fluctuation" (a fluctuation mode corresponding to "jackpot" among the fluctuation modes belonging to "normal fluctuation") is selected as the fluctuation mode. As a result, the fluctuation time is within the range of 120.0 [s] to 180.0 [s]. On the other hand, if the result of the special winning judgment based on the special winning information 2 during the occurrence of "game state C" is "small winning" or "miss", "exclusive variation" is selected as the variation mode. This causes the variation time to be within the range of 1.0 [s] to 10.0 [s]. On the other hand, as shown in Fig. 8(d), when the result of the special winning judgment based on the special winning information 1 during the occurrence of "game state D" is "big win", "small win" or "miss", "long fluctuation" is selected as the fluctuation mode. As a result, the fluctuation time becomes 590.0 [s]. On the other hand, if the result of the special winning judgment based on the special winning game information 2 executed during the occurrence of "game state D" is "jackpot", "normal fluctuation" (a fluctuation mode corresponding to "jackpot" among the fluctuation modes belonging to "normal fluctuation") is selected as the fluctuation mode. As a result, the fluctuation time is within the range of 120.0 [s] to 180.0 [s]. On the other hand, if the result of the special winning judgment based on the special winning information 2 during the occurrence of "game state D" is "small winning" or "miss", "short fluctuation" is selected as the fluctuation mode. As a result, the fluctuation time is within the range of 3.0 [s] to 10.0 [s].
[0102] (Regarding game state transition) Next, the transition of the game state will be described. As shown in Figure 7(a), if "jackpot pattern 1" or "jackpot pattern 2" is won based on the first special pattern lottery and the passage of the game ball through the V area is detected during the jackpot game state, the game state after the jackpot game state ends will be "game state B." On the other hand, if "jackpot pattern 1" or "jackpot pattern 2" is selected based on the first special pattern lottery, and the passage of the game ball through the V area is not detected during the jackpot game state, the game state after the jackpot game state ends will be "game state D." Here, as described above, if the "jackpot pattern 1" is selected, it becomes difficult (impossible) for the game ball to pass through the V area during the jackpot game state. Therefore, if the "jackpot pattern 1" is selected based on the first special pattern lottery, the game state after the jackpot game state ends is usually "game state D". On the other hand, as described above, if the "jackpot pattern 2" is selected, it becomes easy (possible) for the game ball to pass through the V area during the jackpot game state. Therefore, if the "jackpot pattern 2" is selected based on the first special pattern lottery, the game state after the jackpot game state ends is usually "game state B".
[0103] As shown in Figure 7(b), if the "jackpot pattern 3" is selected based on the second special pattern lottery and the passage of the game ball through the V area is detected during the jackpot game state, the game state after the jackpot game state ends will be "game state C." On the other hand, if the "jackpot pattern 3" is selected based on the second special pattern lottery and the passage of the game ball through the V area is not detected during the jackpot game state, the game state after the jackpot game state ends will be "game state D." Here, as described above, if the "jackpot pattern 3" is selected, it becomes easy (possible) for the game ball to pass through the V area during the jackpot game state. Therefore, if the "jackpot pattern 3" is selected based on the second special pattern lottery, the game state after the jackpot game state ends is usually "game state C". If "jackpot pattern 4" or "jackpot pattern 5" is selected based on the second special pattern lottery, and if the passage of the game ball through the V area is detected during the jackpot game state, the game state after the jackpot game state ends will be "game state B." On the other hand, if "jackpot pattern 4" or "jackpot pattern 5" is selected based on the second special pattern lottery, and the passage of the game ball through the V area is not detected during the jackpot game state, the game state after the jackpot game state ends will be "game state D." Here, as described above, if the "jackpot pattern 4" is selected, it becomes easy (possible) for the game ball to pass through the V area during the jackpot game state. Therefore, if the "jackpot pattern 4" is selected based on the second special pattern lottery, the game state after the jackpot game state ends is usually "game state B". On the other hand, as described above, if the "jackpot pattern 5" is selected, it becomes difficult (impossible) for the game ball to pass through the V area during the jackpot game state. Therefore, if the "jackpot pattern 5" is selected based on the second special pattern lottery, the game state after the jackpot game state ends is usually "game state D".
[0104] (Regarding simultaneous fluctuation of special symbols) In pachinko machine 1, it is possible to execute the notification display (changing display and stopping display) of the first special pattern on the special pattern 1 display device and the notification display (changing display and stopping display) of the second special pattern on the special pattern 2 display device simultaneously (at the same time) in parallel. In other words, in pachinko machine 1, when neither a jackpot game state nor a small jackpot game state is occurring, and when the "jackpot pattern" is not being displayed stopped (during the stopped time) for one of the game information (special patterns) of the special pattern 1 game information (first special pattern) and the special pattern 2 game information (second special pattern), it is possible to perform a start judgment (special pattern hit judgment, special pattern judgment, special pattern change pattern judgment, etc.) for the other game information.
[0105] In particular, when a start judgment is made based on one of the game information, Special Chart 1 game information and Special Chart 2 game information, if the other game information is displaying a changing ``jackpot pattern'' (during the changing time), the result of the start judgment based on that one of the game information cannot be determined as a ``jackpot'' (jackpot pattern) or a ``small hit'' (small hit pattern), and will be forcibly determined as a ``miss'' (``miss pattern''). For example, when a start judgment based on the first game information is executed, if a variable display based on the second game information in which a "jackpot pattern" has been determined by the start judgment is in progress (during the variable display time), the result of the start judgment based on the first game information is forcibly set to a "miss" (miss pattern). On the other hand, when a start judgment is made based on one of the game information, the special chart 1 game information and the special chart 2 game information, if the other game information is displaying a changing "small win pattern" or "miss pattern" (during the changing time), the result of the start judgment based on that one game information will not be forced. Here, in this embodiment, when a start judgment is executed based on one of the game information, the special chart 1 game information and the special chart 2 game information, if the ``jackpot pattern'' is being displayed changing (during the changing time) for the other game information, the special chart hit judgment (special chart big hit judgment and special chart small hit judgment) is not executed in the start judgment based on the one game information. However, when a start judgment is executed based on one of the game information, the special chart 1 game information and the special chart 2 game information, if the ``jackpot pattern'' is being displayed changing (during the changing time) for the other game information, the start judgment based on the one of the game information may be configured so that after the special chart hit judgment (special chart big hit judgment and special chart small hit judgment) is executed, the result of the special chart hit judgment is rewritten to ``miss.''
[0106] In addition, when the stopped display (stop time) of the "big win pattern" or "small win pattern" for one of the game information, Special Chart 1 game information and Special Chart 2 game information, begins, if the other game information is in the process of changing display (during changing time), the other game information is forcibly changed to the "miss pattern", the changing display (changing time) ends, and the stopped display (stop time) begins. For example, when the display based on the first game information in which a "jackpot pattern" is determined by the start judgment starts, if a variable display based on the second game information is in progress, the variable display based on the second game information is forcibly ended and the display based on the second game information is started. At this time, regardless of the result of the start judgment based on the second game information, a "loss pattern" is forcibly displayed. On the other hand, if, for one of the special chart 1 game information and the special chart 2 game information, at the start of the stopped display (stop time) of the ``losing pattern'' for the other game information, the changing display (changing time) for the other game information is in progress, the changing display (changing time) for the other game information will continue.
[0107] Here, for one of the special chart 1 game information and the special chart 2 game information, when the stopped display (stop time) of the ``big win pattern'' or ``small win pattern'' begins, if the other game information is in the process of changing display (during the changing time), the measurement of the changing time for the other game information may be interrupted. In such a configuration, when the big win game state or small win game state ends for one game information, the measurement of the suspended variable time for the other game information is started. At this time, while the big win game state or small win game state occurs for one game information, the measurement of the variable time for the other game information is suspended, but the variable display of the special pattern (first special pattern or second special pattern) on the special pattern display device (special pattern 1 display device or special pattern 2 display device) and the variable display of the performance pattern in the performance pattern display area (performance pattern display area A or performance pattern display area B) are continued. Alternatively, for one of the special chart 1 game information and the special chart 2 game information, when the stopped display (stop time) of the "big win pattern" starts, while the other game information is in the process of changing display (during the changing time), the other game information is forcibly changed to a "miss pattern", the changing display (changing time) ends, and the stopped display (stop time) starts; and, for one of the special chart 1 game information and the special chart 2 game information, when the stopped display (stop time) of the "small win pattern" starts, while the other game information is in the process of changing display (during the changing time), the measurement of the changing time for the other game information is interrupted.
[0108] In addition, in the pachinko machine 1, since it is possible to execute simultaneous variation of special symbols, the game state is changed at the start of the variation display of the special symbols. That is, during the execution of the time-saving control, the value of the time-saving counter is updated at the start of each time of the variable display of the special symbol, and based on the updated value of the time-saving counter, it is determined whether or not to end the time-saving control. Then, when it is determined that the time-saving control is to be ended, the time-saving control is ended. In addition, during the occurrence of the special pattern high probability state, the value of the probability variable counter is updated at the start of each special pattern variable display, and based on the updated value of the probability variable counter, it is determined whether or not to end the special pattern high probability state. Then, when it is determined that the special pattern high probability state is to be ended, the special pattern high probability state is ended.
[0109] (Regarding game progress) Next, the progress of the game in the pachinko machine 1 will be described. FIG. 9 is a diagram showing the transition of the gaming state. As shown in Figure 9, pachinko machine 1 has four game states (game zones), and while a game is in progress, one of the four game states ("game state A," "game state B," "game state C," and "game state D") occurs. The four game states are ranked from most advantageous to least advantageous: "game state C", "game state B", "game state D", and "game state A" (high advantageous degree → low advantageous degree). Here, "advantage degree" refers to the degree of advantage given to the player.
[0110] That is, in the pachinko machine 1, when a "jackpot" is won by a special symbol lottery (first special symbol lottery or second special symbol lottery), a jackpot game state is created in which a game ball can enter the first big winning hole 54. Then, the player can win prize balls by getting the game ball to enter the first big winning hole 54. In addition, when a "small win" is won by the special symbol lottery (the first special symbol lottery or the second special symbol lottery), a small win game state is generated in which the game ball can enter the second large winning hole 55. Then, the player can win prize balls by making the game ball enter the second large winning hole 55. Here, in the pachinko machine 1, the number of prize balls paid out each time a game ball is detected entering the first large winning opening 54 is greater than the number of prize balls paid out each time a game ball is detected entering the second large winning opening 55. Also, the number of round games executed during the occurrence of a big win game state is the same as or greater than the number of small win games executed during the occurrence of a small win game state. This makes it possible to win more prize balls in the big win game state than in the small win game state.
[0111] In addition, in the pachinko machine 1, a special pattern high probability state and a special pattern low probability state are defined as game states regarding the probability of winning the special pattern lottery (first special pattern lottery or second special pattern lottery) (specifically, the probability of winning a "jackpot"). Furthermore, when the special pattern high probability state occurs, the probability of winning a "jackpot" through the special pattern lottery (first special pattern lottery or second special pattern lottery) is higher than when the special pattern low probability state occurs. This makes it more likely that a jackpot game state will occur when a special chart high probability state occurs than when a special chart low probability state occurs, which is advantageous for the player. In addition, the probability of winning a "small win" through the special pattern lottery (first special pattern lottery or second special pattern lottery) does not change whether the special pattern high probability state is occurring or the special pattern low probability state is occurring.
[0112] In addition, in the pachinko machine 1, the game states related to the probability of winning the normal pattern lottery (specifically, the probability of winning a "normal hit") are defined as a normal pattern high probability state (a state in which the time-saving control is being executed) and a normal pattern low probability state (a state in which the time-saving control is stopped). During the occurrence of the high probability state of normal symbols (while the time-saving control is being executed), the probability of winning the "normal hit" by the normal symbol lottery is higher than during the occurrence of the low probability state of normal symbols (while the time-saving control is stopped). Also, during the occurrence of the high probability state of normal symbols, the time for displaying the normal symbol variations is shortened compared to during the occurrence of the low probability state of normal symbols. Also, during the occurrence of the high probability state of normal symbols, the number of times the normal electric device 53a is opened in the normal hit game state is increased compared to during the occurrence of the low probability state of normal symbols. Furthermore, during the occurrence of the high probability state of normal symbols, the opening time of the normal electric device 53a in the normal hit game state is extended compared to during the occurrence of the low probability state of normal symbols. As a result, it is easier for the game ball to enter the third starting hole 53 when a high probability of winning a normal symbol occurs than when a low probability of winning a normal symbol occurs, so that the player can have more opportunities to win special symbol lotteries while suppressing the decrease in the number of balls in hand, which is advantageous for the player.
[0113] In addition, in the pachinko machine 1, a first special pattern lottery (first special pattern) and a second special pattern lottery (second special pattern) are defined as types of special pattern lottery (special pattern). In addition, the probability of winning a "small win" is higher in the second special symbol lottery than in the first special symbol lottery. Also, the probability of transitioning to a high probability is higher in the second special symbol lottery than in the first special symbol lottery. As a result, the second special symbol lottery is more likely to result in a small win game state than the first special symbol lottery, and also, when a "big win" is won, the special symbol high probability state is more likely to occur, providing an advantage to the player. The "high probability transition probability" is the probability that a "high probability jackpot pattern" will be selected when a "jackpot" is won through a special pattern lottery. The "high probability jackpot pattern" is a type (winning type) of "jackpot pattern" that makes it easy (possible) for the game ball to pass through the V area during the jackpot game state. In other words, the "high probability jackpot pattern" is essentially a type (winning type) of "jackpot pattern" that causes a special pattern high probability state after the jackpot game state ends. The "low probability jackpot pattern" is a type (winning type) of "jackpot pattern" in which it is difficult (impossible) for the game ball to pass through the V area during the jackpot game state. In other words, the "low probability jackpot pattern" is a type (winning type) of "jackpot pattern" in which a special low probability state occurs after the jackpot game state ends.
[0114] Specifically, as shown in FIG. 7(a), "jackpot pattern 1" and "jackpot pattern 2" are stipulated as winning types to be selected when a "jackpot" is won by the first special pattern lottery. Among "jackpot pattern 1" and "jackpot pattern 2", "jackpot pattern 1" is a "low probability jackpot pattern" and "jackpot pattern 2" is a "high probability jackpot pattern". The probability of "jackpot pattern 2" being selected is 50[%]. Therefore, the probability of transition to high probability in the first special pattern lottery is 50[%]. On the other hand, as shown in FIG. 7(b), "jackpot pattern 3" to "jackpot pattern 5" are stipulated as the winning type to be selected when the "jackpot" is won by the second special pattern lottery. Among "jackpot pattern 3" to "jackpot pattern 5", "jackpot pattern 3" and "jackpot pattern 4" are "high probability jackpot patterns", and "jackpot pattern 5" is "low probability jackpot pattern". Therefore, the probability of transition to high probability in the second special pattern lottery is about 66%.
[0115] Furthermore, in the pachinko machine 1, the probability of winning a "small win" in the special symbol lottery (the first special symbol lottery or the second special symbol lottery) is higher than the probability of winning a "big win." In particular, the probability of winning a "small win" in the second special symbol lottery is higher than that in the first special symbol lottery. This allows the pachinko machine 1 to have more opportunities to draw the second special pattern, making it possible to generate small win game states consecutively in a short period of time, and as a result, it becomes possible to improve the ball payout rate (payout rate) based on the small win game state. The "ball payout rate" is the ratio (percentage) of the number of payouts (the number of winning balls paid out) to the number of balls out (the number of game balls shot out).
[0116] "Game state A" is the normal game zone. In the pachinko machine 1, when a RAM clear initialization process (step S1-30) described later is executed, a "game state A" is generated. Here, the first starting hole 51 is an entrance hole (fixed entrance hole) that opens upward, and game balls can enter at any time. As a result, during the occurrence of "game state A", it is possible to get a chance to win the first special symbol lottery by inserting a game ball into the first starting hole 51. On the other hand, while "game state A" is occurring, the probability of winning the "normal symbol win" through the normal symbol lottery is low (1 / 65536 in this embodiment). As a result, even if the game ball that entered the right path passes through the start gate 41, the possibility of the normal symbol win game state occurring is low, making it difficult for the game ball to enter the third start hole 53. Therefore, it becomes difficult to get an opportunity to win the second special symbol lottery based on the game ball entering the third start hole 53. On the other hand, the second starting hole 52 is an entrance hole (fixed entrance hole) that opens upward, and game balls can enter at any time. This makes it possible to get a chance to win the second special symbol lottery by entering a game ball into the second starting hole 52 while the "game state A" is occurring. However, when the second special symbol lottery is executed while the "game state A" is occurring, the "long fluctuation time" (specifically, 590.0 [s]) is selected as the fluctuation time of the second special symbol regardless of the lottery result. As a result, even if the player gets a chance to draw the second special symbol during the occurrence of "game state A", the time for which the special symbol is displayed varies becomes longer, making it difficult to get many chances to draw the second special symbol in a short time. As a result, it becomes difficult to continuously generate small win game states in a short time, and it becomes difficult to improve the payout rate based on the small win game states. Therefore, while "game state A" is occurring, the game ball is shot down the left path with the aim of entering the first starting hole 51 in order to gain a chance to draw the first special symbol. Here, if a "small win" is won by the first special symbol lottery during the occurrence of "game state A", a small win game state is generated. However, even if the path for launching the game ball is changed from the left path to the right path at the time when the "small win symbol" is stopped and displayed, the game ball that entered the right path will not reach the second large prize opening 55 by the time the small win game state ends. This makes it difficult to win prize balls based on the small win game state even if a "small win" is won by the first special symbol lottery. In addition, during the occurrence of the "game state A", the probability of winning the "jackpot" by the first special symbol lottery is low (1 / 319 in this embodiment). This reduces the possibility of the jackpot game state occurring. As a result, during the occurrence of "game state A", the possibility of a big win game state occurring is low, and it is difficult to win prize balls based on a small win game state. This allows the player to progress through the game with the aim of acquiring more opportunities to draw the first special symbol in order to transition to a more advantageous game state. In other words, the player will shoot the game ball along the left path with the aim of getting the game ball to enter the first starting hole 51.
[0117] As shown in Figure 9, when the "jackpot pattern 1" is won based on the first special pattern lottery executed while the "game state A" is occurring, the "game state D" is normally generated upon the end of the jackpot game state. On the other hand, if the "jackpot pattern 2" is won based on the first special pattern lottery executed while the "game state A" is occurring, the "game state B" is normally generated upon the end of the jackpot game state. In this way, when "game state A" occurs, the game state changes when a "jackpot" is hit. In this case, if "jackpot pattern 1" is hit, the game state changes to "game state D", and if "jackpot pattern 2" is hit, the game state changes to "game state B". In particular, it is more advantageous for the player to transition to "game state B" than to "game state D".
[0118] "Game state D" is a game zone for pulling back the "high probability jackpot pattern." That is, while "game state D" is occurring, the probability of winning the "normal symbol win" through the normal symbol lottery is high (1 / 1 in this embodiment). As a result, every time a game ball that has entered the right path passes through the start gate 41, a normal symbol win game state is generated and the third start port 53 is opened. Therefore, it becomes easier for game balls to enter the third start port 53, and it becomes possible to obtain more opportunities to win the second special symbol lottery while suppressing the decrease in the number of balls held. Therefore, when "game state D" occurs, the game ball is shot toward the right path with the aim of entering the third starting hole 53 while suppressing the decrease in the number of balls held, in order to gain a chance to draw the second special pattern. In this embodiment, almost all game balls that enter the right path pass through the start gate 41. As a result, during the occurrence of "game state D", almost all game balls that enter the right path pass through the start gate 41, enter the third start port 53 that is opened as a result of the passage, and do not reach the second large prize port 55 located downstream of the third start port 53. Therefore, while "game state D" is occurring, even if a "small win" is won by the second special pattern lottery, it becomes difficult to obtain prize balls based on the small win game state. In addition, during the occurrence of the "game state D", the probability of winning the "jackpot" by the second special symbol lottery is low (1 / 319 in this embodiment). This reduces the possibility of the jackpot game state occurring. As a result, while "game state D" occurs, the player can get more chances to draw the second special symbol while suppressing the decrease in the number of balls held, but the possibility of a big win game state occurring is low, and it is difficult to win prize balls based on a small win game state. As a result, in order to transition to a more advantageous game state, the player will progress in the game with the aim of winning a "big win" through the second special symbol lottery (with the aim of pulling back the "high probability big win symbol"). In other words, the game ball will be shot toward the right path with the aim of entering the third starting hole 53.
[0119] As shown in Figure 9, when the "jackpot pattern 3" is won based on the second special pattern lottery executed while the "game state D" is occurring, the "game state C" is normally generated upon the end of the jackpot game state. On the other hand, if the "jackpot symbol 4" is selected based on the second special symbol lottery executed while the "game state D" is occurring, the "game state B" is normally generated upon the end of the jackpot game state. On the other hand, if the "jackpot symbol 5" is selected based on the second special symbol lottery executed while the "game state D" is occurring, the "game state D" is normally generated upon the end of the jackpot game state. On the other hand, if the number of time-saving times is consumed without winning a "jackpot" based on the second special symbol lottery executed during the occurrence of "game state D", "game state A" is generated according to the consumption of the number of time-saving times. In other words, if the value of the time-saving counter is updated to "0" based on the start judgment executed during the occurrence of "game state D", "game state A" is generated according to the start of the variable display of the special symbol based on the start judgment. In this way, when "game state D" occurs, the game state changes when a "jackpot" ("jackpot pattern 3" to "jackpot pattern 5") is won or the number of time-saving turns is consumed. In this case, if "jackpot pattern 3" is won, the game state changes to "game state C". On the other hand, if "jackpot pattern 4" is won, the game state changes to "game state B". On the other hand, if "jackpot pattern 5" is won, the game state changes to "game state D". On the other hand, if the number of time-saving turns is consumed, the game state changes to "game state A".
[0120] "Game state B" is a game zone for adding prize balls (balls issued) based on the jackpot game state. That is, while "game state B" is occurring, the probability of winning the "normal symbol win" through the normal symbol lottery is high (1 / 1 in this embodiment). As a result, every time a game ball that has entered the right path passes through the start gate 41, a normal symbol win game state is generated and the third start port 53 is opened. Therefore, it becomes easier for game balls to enter the third start port 53, and it becomes possible to obtain more opportunities to win the second special symbol lottery while suppressing the reduction in the number of balls held. Therefore, when "game state B" occurs, the game ball is shot toward the right path with the aim of entering the third starting hole 53 while preventing the reduction in the number of balls held, in order to gain a chance to draw the second special pattern. As described above, in this embodiment, almost all game balls that enter the right path pass through the start gate 41. As a result, during the occurrence of "game state B", almost all game balls that enter the right path pass through the start gate 41, enter the third start port 53 that is opened as a result of the passage, and do not reach the second large prize port 55 located downstream of the third start port 53. Therefore, while "game state B" is occurring, even if a "small win" is won by the second special pattern lottery, it becomes difficult to obtain prize balls based on the small win game state. On the other hand, during the occurrence of the "game state B", the probability of winning the "jackpot" by the second special symbol lottery is high (1 / 136 in this embodiment). This increases the possibility of the jackpot game state occurring. As a result, during the occurrence of "game state B", it is possible to obtain more opportunities to draw the second special symbol while suppressing the decrease in the number of balls held, and the possibility of the occurrence of a jackpot game state increases. As a result, the game progresses with the aim of obtaining an opportunity to draw the second special symbol in order to obtain prize balls based on the jackpot game state. In other words, the game ball is shot toward the right path with the aim of entering the third starting hole 53.
[0121] As shown in Figure 9, when the "jackpot pattern 3" is won based on the second special pattern lottery executed while the "game state B" is occurring, the "game state C" is normally generated upon the end of the jackpot game state. On the other hand, if the "jackpot symbol 4" is selected based on the second special symbol lottery executed while the "game state B" is occurring, the "game state B" is normally generated upon the end of the jackpot game state. On the other hand, if the "jackpot symbol 5" is selected based on the second special symbol lottery executed while "game state B" is occurring, then "game state D" normally occurs upon the end of the jackpot game state. In this way, when "game state B" occurs, the game state changes when a "jackpot" ("jackpot pattern 3" to "jackpot pattern 5") is hit. In this case, if "jackpot pattern 3" is hit, the game state changes to "game state C". On the other hand, if "jackpot pattern 4" is hit, the game state changes to "game state B". On the other hand, if "jackpot pattern 5" is hit, the game state changes to "game state D".
[0122] "Game state C" is a game zone for adding prize balls (balls issued) based on the small win game state. That is, during the occurrence of "game state C", the probability of winning the "normal winning" by the normal symbol lottery is low (1 / 65536 in this embodiment). As a result, even if the game ball that entered the right path passes through the start gate 41, the possibility of the normal winning game state occurring is low, and it becomes difficult for the game ball to enter the third start gate 53. As a result, when "game state C" occurs, the game ball that enters the right-side path passes through the start gate 41, then passes through the third start port 53, and reaches the second start port 52 and the second large prize port 55 located downstream of the third start port 53. Therefore, during the occurrence of the "game state C", it becomes easy for a game ball to enter the second start hole 52, and it becomes possible to acquire an opportunity to win the second special symbol lottery based on the game ball entering the second start hole 52. Also, during the occurrence of the small win game state, it becomes easy for a game ball to enter the second large prize hole 55. In addition, when the second special symbol lottery is executed during the occurrence of "game state C", the "long fluctuation time" (specifically, 590.0 [s]) is not selected as the fluctuation time of the second special symbol. Furthermore, the second special symbol lottery has a higher probability of winning a "small win" compared to the first special symbol lottery. This makes it easier to generate small win game states in succession in a short period of time during the occurrence of "game state C", and as a result, it becomes easier to improve the ball output rate based on the small win game state. In addition, during the occurrence of the "game state C", the probability of winning the "jackpot" by the second special symbol lottery becomes high (1 / 136 in this embodiment). This increases the possibility of the jackpot game state occurring. As a result, during the occurrence of "game state C", it becomes easy to continuously generate small win game states in a short time, and as a result, it becomes easy to improve the ball payout rate based on the small win game state. This allows the game to proceed with the aim of acquiring more opportunities to draw the second special symbol in order to generate more small win game states. Here, if a "big win" is won during the occurrence of "game state C", the "game state C" ends. Therefore, during the occurrence of "game state C", the player progresses the game by winning as many "small wins" as possible before winning the "big win", aiming to win prize balls based on as many small win game states as possible. That is, the game ball is shot toward the right path with the aim of getting the game ball to enter the second starting hole 52.
[0123] As shown in Figure 9, when the "jackpot pattern 3" is won based on the second special pattern lottery executed while the "game state C" is occurring, the "game state C" is normally generated upon the end of the jackpot game state. On the other hand, if the "jackpot symbol 4" is selected based on the second special symbol lottery executed while the "game state C" is occurring, the "game state B" normally occurs upon the end of the jackpot game state. On the other hand, if the "jackpot symbol 5" is selected based on the second special symbol lottery executed while the "game state C" is occurring, the "game state D" normally occurs upon the end of the jackpot game state. In this way, when "game state C" occurs, the game state changes when a "jackpot" ("jackpot pattern 3" to "jackpot pattern 5") is hit. In this case, if "jackpot pattern 3" is hit, the game state changes to "game state C". On the other hand, if "jackpot pattern 4" is hit, the game state changes to "game state B". On the other hand, if "jackpot pattern 5" is hit, the game state changes to "game state D".
[0124] As a result, in the pachinko machine 1, the more times "game state C" loops, the more prize balls are acquired based on the small win game state, which is advantageous to the player. Therefore, during the occurrence of each of the four game states ("game state A," "game state B," or "game state D") other than "game state C," the game progresses with the aim of elevating to "game state C." In particular, in pachinko machine 1, a series of sections in which players can add prize balls (hereinafter referred to as the "prize ball addition section") can be made up of two play sections with different methods of adding prize balls, making it possible to improve playability. Specifically, the "prize ball addition section" can be composed of a "jackpot addition section" in which prize balls are added based on the jackpot game state, and a "small jackpot addition section" in which prize balls are added based on the small jackpot game state.
[0125] (Regarding control commands) Next, the control commands transmitted from the main control board 200 to the performance control board 300, and the control commands transmitted and received between the main control board 200 and the payout control board 400 will be explained. The main control board 200 and the performance control board 300 are connected to each other via a harness for serial communication. Here, communication between the main control board 200 and the performance control board 300 is performed in only one direction, from the main control board 200 to the performance control board 300, and communication from the performance control board 300 to the main control board 200 is not performed. Each control command transmitted from the main control board 200 to the performance control board 300 is composed of one byte of high-order data indicating the type of control command and one byte of low-order data indicating the content of the control command. Then, the main control board 200 transmits a control command consisting of upper data and lower data to the performance control board 300 by serial communication. When the performance control board 300 receives a control command from the main control board 200, a serial communication reception interrupt occurs, and the data of the control command is stored in a specified area of the RAM by this interrupt processing.
[0126] In the pachinko machine 1, the control commands transmitted from the main control board 200 to the performance control board 300 include a pattern type designation command, a variation mode designation command, a variation pattern designation command, a stop designation command, a game status designation command, a number of reserved numbers designation command, an opening designation command, a round start designation command, a round end designation command, an ending designation command, a V winning designation command, a first look-ahead designation command, a second look-ahead designation command, a third look-ahead designation command, an error designation command, a demo designation command, a setting value designation command, a first big winning designation command, a second big winning designation command, and an out designation command. The symbol type designation command is a command to designate the type of the stopping symbol (one of the types of "miss symbol", "small win symbol 1", and "jackpot symbol 1" to "jackpot symbol 5"). The symbol type designation command is transmitted when the variable display of the special symbol starts. Here, the symbol type designation command is defined to correspond to each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The fluctuation mode designation command is a command that designates the type of fluctuation mode (fluctuation mode number). The fluctuation mode designation command designates the fluctuation time associated with the fluctuation mode number by designating the fluctuation mode number. The fluctuation mode designation command designates the fluctuation time of the first half period (the aspect of the first half period of the fluctuation performance) of the special pattern fluctuation display (fluctuation performance). In this embodiment, m (multiple) types of fluctuation modes are set, each corresponding to a different fluctuation time. The fluctuation mode designation command designates one ("fluctuation mode m") of the m types of fluctuation modes (fluctuation mode numbers). The fluctuation pattern designation command is a command that designates the type of fluctuation pattern (fluctuation pattern number). The fluctuation pattern designation command designates the fluctuation time associated with the fluctuation pattern number by designating the fluctuation pattern number. The fluctuation pattern designation command designates the fluctuation time of the latter half period (the aspect of the latter half period of the fluctuation performance) of the fluctuation display (fluctuation performance) of the special pattern. In this embodiment, n (multiple) types of fluctuation patterns are set, each of which is associated with a different fluctuation time. The fluctuation pattern designation command designates one ("fluctuation pattern n") of the n types of fluctuation patterns (fluctuation pattern numbers). The variation mode designation command and the variation pattern designation command are sent at the start of the variation display of the special pattern.
[0127] The stop designation command is a command that designates the stop display of the special symbols (performance symbols z1, z2). The stop designation command is transmitted at the start of the stop display of the special symbols. Here, the stop designation command is defined to correspond to each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The game state designation command is a command for designating a game state (game state offset value). Here, the "game state offset value" is information that specifies the game state. In this embodiment, as the game state offset value, a numerical value corresponding to each combination of the value of the time-saving control flag, the value of the special chart high probability state flag, the value of the previous jackpot pattern flag, and the value of the post-jackpot spin counter is set. The gaming state designation command designates one gaming state offset value. The gaming state designation command is transmitted when the power is turned on, when a special gaming phase (described later) is changed, and the like. The reserved number designation command is a command to designate the reserved number. In this embodiment, the reserved number designation command designates that the reserved number (special drawing 1 reserved number or special drawing 2 reserved number) has increased by "1", that the reserved number has decreased by "1", and the reserved number, etc. Here, "number of reserved special symbols 1" refers to the number of reserved notification displays (variable and stop displays) of the first special symbol on the special symbol 1 display device. Also, "number of reserved special symbols 2" refers to the number of reserved notification displays (variable and stop displays) of the second special symbol on the special symbol 2 display device. The reserved number designation command is transmitted when the power is turned on, when game information is stored, when the variable display of the special symbol starts, etc. Here, reserved number designation commands corresponding to the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information) are defined.
[0128] The opening designation command is a command that designates the start of the opening period (the start of a small win game state or a big win game state). The opening designation command designates the type of small win game state or big win game state to start (type of stopping pattern (specifically, one type among "small win pattern 1" and "big win pattern 1" to "big win pattern 5")). The opening designation command is transmitted at the start of the opening period (at the start of a small win game state or a big win game state). The round start designation command is a command that designates the start of a round (small win game or round game). The round start designation command is transmitted at the start of a round (small win game or round game). The round end designation command is a command that designates the end of a round (small win game or round game). The round end designation command is transmitted at the end of a round (small win game or round game). The ending designation command is a command that designates the start of an ending period. The ending designation command is transmitted at the start of the ending period. The V winning designation command is a command that designates the detection of the passage of the gaming ball through the V area. The V winning designation command is transmitted when the passage of the gaming ball through the V area is detected. The first look-ahead designation command is a command that designates the type of the stop symbol (one of the types of "miss symbol", "small win symbol 1" and "big win symbol 1" to "big win symbol 5"). Here, the first look-ahead designation command is defined to correspond to each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The second read-ahead designation command is a command that designates the content of the variation mode. Specifically, the second read-ahead designation command designates that the type of the variation mode is indefinite ("indefinite value"), or designates one of m types of variation modes (variation mode number) ("variation mode m"). The second read-ahead designation command is transmitted when game information is stored. The third read-ahead designation command is a command that designates the content of the fluctuation pattern. Specifically, the third read-ahead designation command designates that the type of the fluctuation pattern is indefinite ("indefinite value"), or designates one of n types of fluctuation patterns (fluctuation pattern number) ("fluctuation pattern n"). The third read-ahead designation command is transmitted when game information is stored.
[0129] The error designation command is a command that designates the occurrence of various errors. In this embodiment, the error designation command designates the occurrence of a vibration error, a magnetic error, a radio wave error, or a right-stroke error. The error designation command is transmitted when the occurrence of various errors is detected. The demo designation command is a command that designates the start of a customer waiting state. The demo designation command is transmitted at the start of a customer waiting state. The setting value designation command is a command that designates a setting value stored in the setting value area of the RAM 230. The setting value designation command is transmitted when the RAM is cleared, when the power is restored after being turned on, when the setting change state ends, when the setting confirmation state ends, etc.
[0130] The first big prize designation command is a command that designates the entry of a game ball into the first big prize opening 54. The first big prize designation command is transmitted each time the entry of a game ball into the first big prize opening 54 is detected (each time a detection signal is input from the first count switch 103a). That is, the CPU 210 stores the first big prize designation command in the sub-command output request buffer of the RAM 230 by a process not shown each time a detection signal is input from the first count switch 103a. As a result, the first big prize designation command is transmitted to the performance control board 300 each time a detection signal is input from the first count switch 103a. Therefore, it becomes possible for the performance control board 300 to grasp the entry of a game ball (a winning ball) into the first big prize opening 54. The second big prize designation command is a command that designates the entry of a game ball into the second big prize opening 55. The second big prize designation command is transmitted each time the entry of a game ball into the second big prize opening 55 is detected (each time a detection signal is input from the second count switch 103b). That is, the CPU 210 stores the second big prize designation command in the sub-command output request buffer of the RAM 230 by a process not shown each time a detection signal is input from the second count switch 103b. As a result, the second big prize designation command is transmitted to the performance control board 300 each time a detection signal is input from the second count switch 103b. As a result, the performance control board 300 can grasp the entry of a game ball (a winning ball) into the second big prize opening 55. The out designation command is a command that designates the discharge of a game ball from the game area 30 (passage of the game ball through the discharge path). The out designation command is transmitted every time a game ball is discharged from the game area 30 (every time a game ball passes through the discharge path, i.e., every time a detection signal is input from the out switch 109). That is, the CPU 210 stores the out designation command in a sub-command output request buffer of the RAM 230 by a process not shown every time a detection signal is input from the out switch 109. As a result, the out designation command is transmitted to the performance control board 300 every time a detection signal is input from the out switch 109. This makes it possible for the performance control board 300 to grasp the discharge of a game ball from the game area 30 (out ball).
[0131] The main control board 200 and the dispensing control board 400 are connected to each other via a harness for serial communication. Here, communication between the main control board 200 and the dispensing control board 400 is performed bidirectionally. Each control command transmitted and received between the main control board 200 and the dispensing control board 400 is composed of 1 byte of data. The main control board 200 then transmits a control command to the dispensing control board 400 by serial communication. When the dispensing control board 400 receives a control command from the main control board 200, a serial communication reception interrupt occurs, and this interrupt processing causes the data of the control command to be stored in a predetermined area of the RAM. The dispensing control board 400 also transmits a control command to the main control board 200 by serial communication. When the main control board 200 receives a control command from the dispensing control board 400, a serial communication reception interrupt occurs, and this interrupt processing causes the data of the control command to be stored in a predetermined area of the RAM 230.
[0132] In the pachinko machine 1, a command for designating the number of winning balls, etc., is set as a control command to be sent from the main control board 200 to the payout control board 400. The number of prize balls designation command is a command that designates the number of prize balls to be paid out. In this embodiment, the number of prize balls designation command designates the payout of n prize balls (n=1 to 15). The number of prize balls designation command is transmitted when the payout control board 400 executes the payout operation of the prize balls. In addition, in the pachinko machine 1, control commands are set as control commands transmitted from the payout control board 400 to the main control board 200 to specify occurrence and release of a payout error, occurrence and release of a full tank error, occurrence and release of a ball jam error, etc. Each control command is transmitted when occurrence and release of various errors are detected.
[0133] (Processing Executed on Main Control Board 200) Next, the processing executed by the main control board 200 will be described. First, the functions of the hardware configured on the main control board 200 will be described. When the power is turned on to the pachinko machine 1, the random number generating circuit 203 starts the hardware random number update process. In the hard random number update process, the values of the first loop counter to the third loop counter are updated by "1" within a predetermined range (in this embodiment, within the range of 0 to 65535) each time one clock is input from the clock generation circuit 202 (in this embodiment, every 0.083 [μs]). In addition, in the hard random number update process, the value of the fourth loop counter is updated by "1" within a predetermined range (in this embodiment, within the range of 0 to 10006) every time 32 clocks are input from the clock generation circuit 202 (in this embodiment, every 2.666 [μs]). Then, the winning random number of the normal symbol lottery, the jackpot random number of the first special symbol lottery, the jackpot random number of the second special symbol lottery, and the reach group random number are updated by the hardware random number update process. The hardware random number update process is executed as a function of the random number generating circuit 203 (hardware), and is executed independently of the process executed by the CPU 210 based on software, which will be described later. Furthermore, when the power is turned on to the pachinko machine 1, the transmission shift registers of the command output ports 1 and 2 start a control command transmission process for transmitting the control commands stored in the FIFO buffer to the performance control board 300 or the payout control board 400. The control command transmission process is executed as a function of the command output ports 1 and 2 (hardware), and is executed independently of the process executed by the CPU 210 based on software, which will be described later.
[0134] Next, a game control process executed by the CPU 210 of the main control board 200 based on a program (software) stored in the ROM 220 will be described. (CPU initialization process) First, the CPU initialization process executed by the CPU 210 will be described. FIG. 10 is a flowchart showing the CPU initialization process. When the power supply to the pachinko machine 1 is turned on, the CPU 210 starts the CPU initialization process shown in Fig. 10. The CPU initialization process is based on a program for controlling the progress of the game. In other words, the CPU initialization process is based on a program stored in the use area m1 (program area) of the ROM 220.
[0135] When the CPU initialization process starts, the process first proceeds to step S1-1. In step S1-1, an initial setting process is executed, and the process proceeds to step S1-2. In the initial setting process, a boot program is read from the ROM 220, and settings required for executing various processes, such as register settings, are performed. In the initial setting process, the RAM clear signal from the RAM clear switch 207, the detection signal from the setting key switch 208, and the detection signal from the inner frame opening sensor 108 are read.
[0136] Specifically, the value set in the receiving storage area corresponding to the RAM clear switch 207 is read twice, and based on the results of the two reads, it is determined whether or not the on state of the RAM clear switch 207 has occurred. Then, the determination result is stored as the switch information of the RAM clear switch 207. At this time, if it is determined that the on state has occurred, a value indicating that the on state has occurred (in this embodiment, "1") is stored as the switch information, and if it is determined that the on state has not occurred, a value indicating that the on state has not occurred (in this embodiment, "0") is stored as the switch information.
[0137] Also, the value set in the receiving storage area corresponding to the setting key switch 208 is read twice, and based on the results of the two reads, it is determined whether or not the ON state has occurred for the setting key switch 208. Then, the determination result is stored as the switch information of the setting key switch 208. At this time, if it is determined that the ON state has occurred, a value indicating that the ON state has occurred (in this embodiment, "1") is stored as the switch information, and if it is determined that the ON state has not occurred, a value indicating that the ON state has not occurred (in this embodiment, "0") is stored as the switch information.
[0138] Furthermore, the value set in the receiving memory area corresponding to the inner frame open sensor 108 is read twice, and based on the results of the two reads, it is determined whether or not the inner frame open sensor 108 is in an ON state. If it is determined that the ON state is not occurring, the switch information of the setting key switch 208 is rewritten to a value indicating that the ON state is not occurring ("0" in this embodiment). On the other hand, if it is determined that the ON state is occurring, the switch information of the setting key switch 208 is not rewritten.
[0139] In step S1-2, a wait processing time setting process is executed, and the process proceeds to step S1-3. In the wait processing time setting process, a predetermined wait processing time (3.1 [s] in this embodiment) is set in a timer counter. This starts measuring the set wait processing time by the timer counter. In step S1-3, it is determined whether the wait processing time set in step S1-2 has elapsed. If it is determined that the wait processing time has elapsed (Yes), the process proceeds to step S1-4. If it is determined that the wait processing time has not elapsed (No), the process of step S1-3 is repeated. In step S1-4, a RAM access permission process is executed, and the process proceeds to step S1-5. In the RAM access permission process, the process required to permit access to the work area of the RAM 230 is executed. Specifically, in the RAM access permission process, a value corresponding to the access permission is stored as a RAM protect value in the RAM access protection area of the RAM 230. This allows the CPU 210 to access the RAM 230.
[0140] In step S1-5, a gaming machine status flag acquisition process is executed, and the process proceeds to step S1-6. In the gaming machine status flag acquisition process, the gaming machine status flag is acquired. Specifically, in the gaming machine status flag acquisition process, the value (gaming machine status flag) stored in the gaming machine status flag area of the RAM 230 is saved (loaded) into the D register. In step S1-6, it is determined whether the backup valid flag is normal or not. If it is determined that the backup valid flag is normal (Yes), the process proceeds to step S1-7. If it is determined that the backup valid flag is not normal (No), the process proceeds to step S1-18. Here, if the value (backup valid flag) stored in the backup valid flag area of RAM 230 is a predetermined valid value, the backup valid flag is determined to be normal, and if the value stored in the backup valid flag area is not the predetermined valid value, the backup valid flag is determined to be abnormal.
[0141] In step S1-7, a checksum calculation process is executed, and the process proceeds to step S1-8. In the checksum calculation process, a checksum is calculated based on the backup information. Specifically, in the checksum calculation process, first, a checksum is calculated based on the information stored in the used area M1 (F000H to F1FFH) of the RAM 230 out of the backup information. Next, a checksum is calculated based on the information stored in the unused area M2 (F300H to F3FFH) of the RAM 230 out of the backup information. In step S1-8, it is determined whether the checksum calculated in step S1-7 is normal or not. If it is determined that the checksum is normal (Yes), the process proceeds to step S1-9. If it is determined that the checksum is not normal (No), the process proceeds to step S1-18. Here, if both of the following conditions are met: "the checksum value of used area M1 calculated in step S1-7 matches the checksum value of used area M1 stored in the checksum area of RAM 230" and "the checksum value of unused area M2 calculated in step S1-7 matches the checksum value of unused area M2 stored in the checksum area," the checksum is determined to be normal. On the other hand, if at least one of the following conditions is not met: "The checksum value of used area M1 calculated in step S1-7 matches the checksum value of used area M1 stored in the checksum area of RAM 230" and "The checksum value of unused area M2 calculated in step S1-7 matches the checksum value of unused area M2 stored in the checksum area," the checksum is determined to be abnormal.
[0142] In step S1-9, a process for setting an area to be cleared when the power is turned on is executed, and the process proceeds to step S1-10. In the process for setting an area to be cleared when the power is turned on, the area other than the setting value area and the game machine status flag area (specifically, the checksum area, the backup valid flag area, the error-related area, the normal game-related area 1, the normal game-related area 2, and the stack area) is set as the range to be cleared (initialized) in the use area M1 of the RAM 230. In step S1-10, it is determined whether or not the RAM clear switch 207 is in an ON state. If it is determined that the ON state is not occurring (No), the process proceeds to step S1-11. If it is determined that the ON state is occurring (Yes), the process proceeds to step S1-21. Here, based on the switch information of RAM clear switch 207 saved in step S1-1, it is determined whether or not an ON state has occurred for RAM clear switch 207. At this time, if a value indicating that an ON state has occurred is saved as the switch information, it is determined that an ON state has occurred, and if a value indicating that an ON state has not occurred is saved, it is determined that an ON state has not occurred.
[0143] In step S1-11, it is determined whether a playable state has occurred (set) or not, and if it is determined that a playable state has occurred (Yes), the process proceeds to step S1-12, and if it is determined that a playable state has not occurred (No), the process proceeds to step S1-14. Here, it is determined whether or not a playable state has occurred based on the gaming machine state flag stored in the D register. At this time, if the gaming machine state flag stored in the D register is a value corresponding to the playable state, it is determined that the playable state has occurred, and if the value is not corresponding to the playable state, it is determined that the playable state has not occurred.
[0144] In step S1-12, it is determined whether the setting confirmation condition is met, and if it is determined that the setting confirmation condition is met (Yes), the process proceeds to step S1-13, and if it is determined that the setting confirmation condition is not met (No), the process proceeds to step S1-14. The "setting confirmation condition" is met when a playable state has occurred, and the on state of the RAM clear switch 207 has not occurred, and the on state of the setting key switch 208 has occurred, and the on state of the inner frame open sensor 108 has occurred. Here, in step S1-1, if the on state has not occurred for the inner frame open sensor 108, the switch information of the setting key switch 208 is rewritten to a value indicating that the on state has not occurred. As a result, if the on state has occurred for both the setting key switch 208 and the inner frame open sensor 108, a value indicating that the on state has occurred is saved as the switch information of the setting key switch 208. On the other hand, if the on state has not occurred for at least one of the setting key switch 208 and the inner frame open sensor 108, a value indicating that the on state has not occurred is saved as the switch information of the setting key switch 208. Therefore, in step S1-12, it is determined whether or not the setting confirmation condition is satisfied based on the switch information of setting key switch 208 saved in step S1-1. At this time, if a value indicating that an ON state has occurred is saved as the switch information, it is determined that the setting confirmation condition is satisfied, and if a value indicating that an ON state has not occurred is saved, it is determined that the setting confirmation condition is not satisfied.
[0145] In step S1-13, a setting check state setting process is executed, and the process proceeds to step S1-14. In the setting check state setting process, a value corresponding to the setting value check state is set as the gaming machine state flag in the D register. In step S1-14, a process for setting an area to be cleared when the power is restored is executed, and the process proceeds to step S1-15. In the process for setting an area to be cleared when the power is restored, the setting value area, the game machine status flag area, the normal game related area 2, and other areas excluding the stack area (specifically, the checksum area, the backup valid flag area, the error related area, and the normal game related area 1) are set as the range to be cleared (initialized) in the use area M1 of the RAM 230.
[0146] In step S1-15, power restoration initialization processing is executed, and the process proceeds to step S1-16, which will be described later. In step S1-16, a subcommand transmission process upon power recovery is executed, and the process proceeds to step S1-17. In the subcommand transmission process upon power recovery, a subcommand (power recovery designation command) for designating that the power has been restored from a power interruption is stored in a subcommand output request buffer in the RAM 230. In step S1-17, a dispensing command transmission process is executed when the power is restored, and the process proceeds to step S1-32. In the dispensing command transmission process when the power is restored, a dispensing command that specifies that the power has been restored from a power interruption is stored in the dispensing command output request buffer of the RAM 230.
[0147] In step S1-18, a backup abnormal state setting process is executed, and the process proceeds to step S1-19. In the backup abnormal state setting process, a value corresponding to the backup abnormal state is set as the gaming machine state flag in the D register. In step S1-19, an unused area read / write check process is executed, and the process proceeds to step S1-20. In the unused area read / write check process, the unused area M2 of the RAM 230 is cleared (initialized) and a read / write check is executed. In step S1-20, an abnormality clearing target area setting process is executed, and the process proceeds to step S1-21. In the abnormality clearing target area setting process, all areas (specifically, the set value area, the gaming machine status flag area, the checksum area, the backup valid flag area, the error related area, the normal game related area 1, the normal game related area 2, and the stack area) are set as the range to be cleared (initialized) in the use area M1 of the RAM 230.
[0148] In step S1-21, a used area read / write check process is executed, and the process proceeds to step S1-22. In the used area read / write check process, the range of the used area M1 of RAM 230 set in step S1-20 is cleared (initialized) and a read / write check is executed. Specifically, in the used area read / write check process, all areas of the used area M1 of RAM 230 (specifically, the setting value area, the gaming machine status flag area, the checksum area, the backup valid flag area, the error-related area, the normal play-related area 1, the normal play-related area 2, and the stack area) are cleared (initialized). As a result, a predetermined initial value is set for each counter of the special pattern 1 display pattern counter, the special pattern 2 display pattern counter, and the regular pattern display pattern counter. In this embodiment, a value corresponding to a "losing pattern" is set as the predetermined initial value. That is, a value corresponding to a "losing pattern" corresponding to the first special pattern lottery is set as the value of the special pattern 1 display pattern counter, a value corresponding to a "losing pattern" corresponding to the second special pattern lottery is set as the value of the special pattern 2 display pattern counter, and a value corresponding to a "losing pattern" corresponding to the regular pattern lottery is set as the value of the regular pattern display pattern counter.
[0149] In step S1-22, it is determined whether the results of the read / write checks performed in steps S1-19 and S1-21 are normal. If it is determined that the results of the read / write checks are not normal (No), the process proceeds to step S1-23. If it is determined that the results of the read / write checks are normal (Yes), the process proceeds to step S1-24. In step S1-23, a RAM abnormal state setting process is executed, and the process proceeds to step S1- 28. In the RAM abnormal state setting process, a value corresponding to the RAM abnormal state is set as the gaming machine state flag in the D register. In step S1-24, it is determined whether a setting confirmation state has occurred (set) or not, and if it is determined that a setting confirmation state has occurred (Yes), the process proceeds to step S1-25, and if it is determined that a setting confirmation state has not occurred (No), the process proceeds to step S1-26. Here, it is determined whether or not the setting confirmation state has occurred based on the gaming machine state flag stored in the D register. At this time, if the gaming machine state flag stored in the D register is a value corresponding to the setting confirmation state, it is determined that the setting confirmation state has occurred, and if the value is not corresponding to the setting confirmation state, it is determined that the setting confirmation state has not occurred. In step S1-25, a game-enabled state setting process is executed, and the process proceeds to step S1-26. In the game-enabled state setting process, a value corresponding to a game-enabled state is set as a gaming machine state flag in the D register.
[0150] In step S1-26, it is determined whether the setting change condition is met, and if it is determined that the setting change condition is met (Yes), the process proceeds to step S1-27, and if it is determined that the setting change condition is not met (No), the process proceeds to step S1-28. The "setting change condition" is met when the RAM clear switch 207 is in an on state, the setting key switch 208 is in an on state, and the inner frame open sensor 108 is in an on state. Here, as described above, when an on state occurs for both the setting key switch 208 and the inner frame open sensor 108, a value indicating that an on state occurs is stored as the switch information of the setting key switch 208. On the other hand, when an on state does not occur for at least one of the setting key switch 208 and the inner frame open sensor 108, a value indicating that an on state does not occur is stored as the switch information of the setting key switch 208. Therefore, in step S1-26, it is determined whether or not the setting change condition is met based on the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208 stored in step S1-1. At this time, if values indicating that an ON state has occurred are stored for both the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208, it is determined that the setting change condition is met. On the other hand, if a value indicating that an ON state has not occurred is stored for at least one of the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208, it is determined that the setting change condition is not met.
[0151] In step S1-27, a setting change state setting process is executed, and the process proceeds to step S1- 28. In the setting change state setting process, a value corresponding to the setting change state is set as the gaming machine state flag in the D register. In step S1-28, a gaming machine status flag save process is executed, and the process proceeds to step S1-29. In the gaming machine status flag save process, the gaming machine status flag set in the D register is saved in the gaming machine status flag area of the RAM 230. In step S1-29, a RAM clear subcommand transmission process is executed, and the process proceeds to step S1-30. In the RAM clear subcommand transmission process, a subcommand (RAM clear designation command) designating that the RAM has been cleared is stored in the subcommand output request buffer of the RAM 230.
[0152] In step S1-30, a RAM clear initialization process is executed, and the process proceeds to step S1-31. In the RAM clear initialization process, the RAM 230 is initialized. In the RAM clear initialization process, the range of the RAM 230 used area M1 that was set in step S1-9 is cleared (initialized). Specifically, in the initialization process when clearing RAM, the areas in the used area M1 of RAM 230 other than the setting value area and the gaming machine status flag area (specifically, the checksum area, the backup valid flag area, the error-related area, the normal play-related area 1, the normal play-related area 2, and the stack area) are cleared (initialized). As a result, a predetermined initial value is set for each counter of the special pattern 1 display pattern counter, the special pattern 2 display pattern counter, and the regular pattern display pattern counter. In this embodiment, a value corresponding to a "losing pattern" is set as the predetermined initial value. That is, a value corresponding to a "losing pattern" corresponding to the first special pattern lottery is set as the value of the special pattern 1 display pattern counter, a value corresponding to a "losing pattern" corresponding to the second special pattern lottery is set as the value of the special pattern 2 display pattern counter, and a value corresponding to a "losing pattern" corresponding to the regular pattern lottery is set as the value of the regular pattern display pattern counter. In step S1-31, a RAM clear time dispense command transmission process is executed, and the process proceeds to step S1-32. In the RAM clear time dispense command transmission process, a dispense command that specifies that the RAM has been cleared is stored in the dispense command output request buffer of the RAM 230.
[0153] In step S1-32, a sub-command setting process is executed, and the process proceeds to step S1-33. In the sub-command setting process, a power-on gaming machine state designation command that designates the current gaming machine state is stored in the sub-command output request buffer of the RAM 230. Specifically, in the sub-command setting process, a power-on gaming machine state designation command that designates the gaming machine state flag (gaming machine state) stored in the gaming machine state flag area of RAM 230 is stored in a sub-command output request buffer of RAM 230. In step S1-33, a sub-command group setting process is executed, and the process proceeds to step S1-34. In the sub-command group setting process, the sub-command group is stored in a sub-command output request buffer in the RAM 230. Here, the group of subcommands includes a subcommand for specifying the phase when power is restored, a subcommand for specifying the game state (game state offset value), a subcommand for specifying the launch position, a subcommand for specifying the stopping pattern of the first special pattern, a subcommand for specifying the stopping pattern of the second special pattern, a subcommand for specifying the number of reserved special patterns 1, a subcommand for specifying the number of reserved special patterns 2, a subcommand for specifying the value of the time-saving counter, a subcommand for specifying a setting value stored in the setting value area of RAM230, and the like.
[0154] In step S1-34, an initial display time setting process is executed, and the process proceeds to step S1-35. In the initial display time setting process, the initial display time of the performance display device 206 is set in an initial display timer. In step S1-35, an interrupt setting process is executed, and the process proceeds to the main loop process (step S2-1). In the interrupt setting process, the CTC (counter / timer circuit), which is a peripheral device, is initialized. Specifically, in the interrupt setting process, an interrupt vector register is set, and an interrupt count value (4.0 [ms] in this embodiment) is set in the CTC.
[0155] (Initialization process when power is restored) Next, the power recovery initialization process executed in step S1-15 will be described. FIG. 11 is a flowchart showing the initialization process when the power is restored. When the power recovery initialization process is executed in step S1-15, the process first proceeds to step S28-1 as shown in FIG. In step S28-1, an initialization process is executed, and the process proceeds to step S28-3. In the initialization process, the range of the used area M1 of RAM 230 that was set in step S1-14 is cleared (initialized). Specifically, in the initialization process, the areas in the used area M1 of RAM 230, excluding the setting value area, the gaming machine status flag area, the normal play-related area 2, and the stack area, other areas (specifically, the checksum area, the backup valid flag area, the error-related area, and the normal play-related area 1) are cleared (initialized). Here, in the initialization process, the normal game-related area 2 is not cleared (initialized). Therefore, the value of the special chart 1 display pattern counter, the value of the special chart 2 display pattern counter, and the value of the normal chart display pattern counter are not cleared (initialized).
[0156] In step S28-2, it is determined whether or not the pattern initialization conditions are met. If it is determined that the pattern initialization conditions are met (Yes), the process proceeds to step S28-3. If it is determined that the pattern initialization conditions are not met (No), the process ends and the process proceeds to the next process (step S1-16). In this embodiment, the symbol initialization condition is stipulated as "a state in which a game is not being played (a state in which a game is stopped)". Specifically, the pattern initialization condition is stipulated as "a state in which special games are not being executed (a state in which special games are stopped) and a state in which regular games are not being executed (a state in which regular games are stopped)." Here, "a state in which a special game is not being executed" refers to a state in which all of the following conditions are met: (1) the first special pattern is not being displayed in a changing manner (during the changing time) or a stopped display (during the stopped time) on the special pattern 1 display device; (2) the second special pattern is not being displayed in a changing manner (during the changing time) or a stopped display (during the stopped time) on the special pattern 2 display device; (3) the number of reserved special patterns = "0"; (4) the number of reserved special patterns = "0"; and (5) neither a small win game state nor a big win game state is occurring. A "state in which normal play is not being performed" refers to a state in which all of the following conditions are met: (1) the normal symbol display device is not displaying a changing normal symbol (during changing time) or a stopped normal symbol (during stopped time); (2) the number of reserved normal symbols is "0"; and (3) a normal symbol winning play state is not occurring.
[0157] Specifically, in step S28-2, if all of the following conditions are met, it is determined that the pattern initialization condition is met: (1) in the special game phase flag area for special game 1 described later, a value corresponding to "awaiting special game 1 change" is set; (2) in the special game phase flag area for special game 2 described later, a value corresponding to "awaiting special game 2 change" is set; (3) in the special game phase flag area when a prize is won described later, a value corresponding to "special electric device not operating" is set; (4) the value of the reserved number counter for special game 1 described later is "0"; (5) the value of the reserved number counter for special game 2 described later is "0"; (6) in the normal game phase flag area for normal game, described later, a value corresponding to "awaiting normal game change" is set; (7) in the game phase flag area when a normal game is won described later, a value corresponding to "normal electric device not operating" is set; and (8) the value of the reserved number counter for normal game, described later, is "0". On the other hand, if at least one of the above conditions (1) to (8) is not satisfied, it is determined that the symbol initialization condition is not satisfied.
[0158] In step S28-3, the pattern initialization process is executed, and the series of processes is terminated and the process proceeds to the next process (step S1-16). In the pattern initialization process, the values of the special pattern 1 display pattern counter, the special pattern 2 display pattern counter, and the normal pattern display pattern counter are cleared (initialized). Specifically, in the pattern initialization process, a predetermined initial value is set for each counter of the special pattern 1 display pattern counter, the special pattern 2 display pattern counter, and the regular pattern display pattern counter. In this embodiment, a value corresponding to a "losing pattern" is set as the predetermined initial value. That is, a value corresponding to a "losing pattern" corresponding to the first special pattern lottery is set as the value of the special pattern 1 display pattern counter, a value corresponding to a "losing pattern" corresponding to the second special pattern lottery is set as the value of the special pattern 2 display pattern counter, and a value corresponding to a "losing pattern" corresponding to the regular pattern lottery is set as the value of the regular pattern display pattern counter.
[0159] (Main loop processing) Next, the main loop process executed by the CPU 210 will be described. FIG. 12 is a flowchart showing the main loop process. When the CPU initialization process (step S1-35) shown in Fig. 10 ends, the CPU 210 starts the main loop process shown in Fig. 12. The main loop process is based on a program for controlling the progress of the game. In other words, the main loop process is based on a program stored in the use area m1 (program area) of the ROM 220. When the main loop process starts, the process first proceeds to step S2-1. In step S2-1, an interrupt disable process is executed, and the process proceeds to step S2-2. In the interrupt disable process, an interrupt disable state is set to disable interrupts from other processes. As a result, during the period when the interrupt disable state is set, the execution of a power cut-off save process, a timer interrupt process, and the like, which will be described later, is prohibited. In step S2-2, an initial value random number update process is executed, and the process proceeds to step S2-3. In the initial value random number update process, the value of a loop counter for generating initial value random numbers is updated. Here, "initial value random number" refers to a random number used to determine the initial value and end value of soft random numbers (winning pattern random numbers, reach mode random numbers, variable pattern random numbers, etc.), which are random numbers generated in a program. That is, the value of the loop counter that generates the soft random number is updated within a preset range from the initial value to the end value. The initial value and the end value of the loop counter that generates the soft random number are changed every time the value of the loop counter reaches the end value. At this time, the initial value and the end value of the loop counter are determined based on the initial value random number.
[0160] In step S2-3, a main command analysis process is executed, and the process proceeds to step S2-4. In the main command analysis process, the main command received from the dispensing control board 400 (the control command sent from the dispensing control board 400 to the main control board 200) is analyzed, and processing according to the analysis result is executed. In step S2-4, a subcommand transmission process is executed, and the process proceeds to step S2-5. In the subcommand transmission process, the subcommand stored in the subcommand output request buffer of the RAM 230 is output to the transmission data register of the output port 205 (command output port 1). As a result, the sub-commands input to the transmission data register are stored in the FIFO buffer. The sub-commands stored in the FIFO buffer are then transmitted to the performance control board 300 in a predetermined order by the transmission shift register. In step S2-5, an interrupt permission process is executed, and the process proceeds to step S2-6. In the interrupt permission process, the interrupt prohibition state is released. As a result, the period from when the interrupt permission process in step S2-5 is executed until when the interrupt prohibition process in step S2-1 is executed becomes an interrupt permission period in which the execution of the power cut-off save process, timer interrupt process, etc. is permitted. In step S2-6, other random number update processing is executed, and the process proceeds to step S2-1. In the other random number update processing, software random numbers other than winning symbol random numbers (specifically, reach mode random numbers, variable pattern random numbers, etc.) are updated.
[0161] (Evacuation process when power is cut off) Next, the power-off save process executed by the CPU 210 will be described. FIG. 13 is a flowchart showing the save process at the time of power interruption. The main control board 200 is configured to include a power cutoff detection circuit (not shown). The power cutoff detection circuit monitors the power supply voltage supplied from the power supply board 600, and outputs a power cutoff warning signal to the input port 204 when the power supply voltage falls below a predetermined reference value. When the CPU 210 receives the power cutoff warning signal, it starts the power cutoff save process shown in Fig. 13 during the interruption permission period of the main loop process. The power cutoff save process is based on a program for controlling the progress of the game. That is, the power cutoff save process is based on a program stored in the use area m1 (program area) of the ROM 220. When the power-off save process is started, the process first proceeds to step S3-1. In step S3-1, a register save process is executed, and the process proceeds to step S3-2. In the register save process, the values of the registers used during execution of the main loop process are saved in a save area of the RAM 230. In step S3-2, a power cutoff notice signal reading process is executed, and the process proceeds to step S3-3. In the power cutoff notice signal reading process, a power cutoff notice signal is read from the power cutoff detection circuit. Specifically, in the power cutoff warning signal reading process, the value ("1" or "0") set in the reception storage area of the input port 204 corresponding to the power cutoff warning signal is read. In step S3-3, based on the value read in step S3-2 (the value set in the receiving memory area corresponding to the power cut-off warning signal), it is determined whether or not a power cut-off warning signal has been input from the power cut-off detection circuit. If it is determined that a power cut-off warning signal has been input (Yes), the process proceeds to step S3-4, and if it is determined that a power cut-off warning signal has not been input (No), the process proceeds to step S3-13.
[0162] In step S3-4, output port stop processing is executed, and the process proceeds to step S3-5. In the output port stop processing, the output of control signals and control commands by the output ports 205 (output ports 0 to 4) is stopped. Specifically, in the output port stopping process, the values of all bits included in the port registers of the output ports 205 (output ports 0 to 4) are initialized. This stops the output of control signals and control commands by the output ports 205 (output ports 0 to 4). In step S3-5, a backup valid flag setting process is executed, and the process proceeds to step S3-6. In the backup valid flag setting process, a predetermined valid value is saved in the backup valid flag area of the RAM 230.
[0163] In step S3-6, a checksum storage process is executed, and the process proceeds to step S3-7. In the checksum storage process, a checksum is calculated and stored. Specifically, in the checksum saving process, first, a checksum is calculated based on the information stored in the used area M1 (F000H to F1FFH) of the RAM 230. Then, the calculated checksum value is saved in the checksum area of the RAM 230. Next, a checksum is calculated based on the information stored in the unused area M2 (F300H to F3FFH) of the RAM 230. Then, the calculated checksum value is saved in the checksum area. In step S3-7, a RAM access prohibition process is executed, and the process proceeds to step S3-8. In the RAM access prohibition process, a process for prohibiting access to the RAM 230 is executed. Specifically, in the RAM access prohibition process, a value corresponding to the access prohibition is stored as a RAM protect value in the RAM access protection area of the RAM 230. As a result, access to the RAM 230 by the CPU 210 is prohibited.
[0164] In step S3-8, a loop counter setting process is executed, and the process proceeds to step S3-9. In the loop counter setting process, a predetermined number of times the power cutoff notice signal has been read is set as the value of the loop counter for recovery determination. In step S3-9, a power cutoff notice signal reading process is executed, and the process proceeds to step S3-10. In the power cutoff notice signal reading process, a power cutoff notice signal is read from the power cutoff detection circuit. Specifically, in the power cutoff warning signal reading process, the value ("1" or "0") set in the reception storage area of the input port 204 corresponding to the power cutoff warning signal is read. In step S3-10, based on the value read in step S3-9 (the value set in the receiving memory area corresponding to the power cut-off warning signal), it is determined whether or not a power cut-off warning signal has been input from the power cut-off detection circuit. If it is determined that a power cut-off warning signal has not been input (No), the process proceeds to step S3-11, and if it is determined that a power cut-off warning signal has been input (Yes), the process proceeds to step S3-8.
[0165] In step S3-11, a loop counter update process is executed, and the process proceeds to step S3-12. In the loop counter update process, "1" is subtracted from the value set in the return determination loop counter. In step S3-12, it is determined whether the value of the loop counter for determining recovery is "0" or not. If it is determined that the value of the loop counter for determining recovery is "0" (Yes), the process proceeds to CPU initialization processing (step S1-1). If it is determined that the value of the loop counter for determining recovery is not "0" (No), the process proceeds to step S3-9. In step S3-13, a register restore process is executed, the series of processes is terminated, and the process returns to the original process. In the register restore process, the register values saved in step S3-1 are restored. After the register restore process is completed, the process returns to the main loop process (the program address indicated by the stack pointer).
[0166] (Timer interrupt processing) Next, the timer interrupt process executed by the CPU 210 will be described. FIG. 14 is a flowchart showing the timer interrupt process. The clock generation circuit 202 generates an interrupt request signal at a predetermined interrupt period (4.0 ms in this embodiment). In response to the occurrence of an interrupt request signal, the CPU 210 starts a timer interrupt process shown in Fig. 14 during an interrupt permission period of the main loop process. The main loop process is based on a program for controlling the progress of the game. In other words, the main loop process is based on a program stored in the use area m1 (program area) of the ROM 220. When the timer interrupt process is started, the process first proceeds to step S4-1. In step S4-1, a register save process is executed, and the process proceeds to step S4-2. In the register save process, the values of all registers used during execution of the main loop process are saved in a save area of the RAM 230. In step S4-2, an interrupt permission process is executed, and the process proceeds to step S4-3. In the interrupt permission process, an interrupt is permitted.
[0167] In step S4-3, a dynamic port output process is executed, and the process proceeds to step S4-4, which will be described later. In step S4-4, port input processing is executed, and the process proceeds to step S4-5. In the port input processing, the state of each switch and sensor is obtained. The RAM 230 is provided with an ON state storage area corresponding to each switch / sensor connected to the input port 204 (input port 0 to input port 3). In the port input process, it is determined whether or not an ON state has occurred for each switch / sensor connected to the input port 204 (input port 0 to input port 3). Here, "ON state" refers to a state in which a detection signal has changed from a state in which no detection signal is being input (low level) to a state in which a detection signal is being input (high level). At this time, it is determined whether or not the ON state of the switch / sensor has occurred based on the information set in the reception memory area corresponding to each switch / sensor. If it is determined that an ON state has occurred for each switch sensor, then a "1" is set in the ON state storage area corresponding to that switch sensor. On the other hand, if it is determined that an ON state has not occurred for each switch sensor, then a "0" is set in the ON state storage area corresponding to that switch sensor. In the following explanation, the value stored in the on-state storage area corresponding to each switch / sensor is referred to as the "switch bit data" of that switch / sensor.
[0168] In step S4-5, a gaming machine status flag acquisition process is executed, and the process proceeds to step S4-6. In the gaming machine status flag acquisition process, the gaming machine status flag stored in the gaming machine status flag area of the RAM 230 is acquired. In step S4-6, it is determined whether a playable state has occurred (set) or not, and if it is determined that a playable state has not occurred (No), the process proceeds to step S4-7, and if it is determined that a playable state has occurred (Yes), the process proceeds to step S4-9. Here, it is determined whether or not a playable state has occurred based on the gaming machine state flag acquired in step S4-5. At this time, if the acquired gaming machine state flag has a value corresponding to the playable state, it is determined that the playable state has occurred, and if the acquired gaming machine state flag does not have a value corresponding to the playable state, it is determined that the playable state has not occurred.
[0169] In step S4-7, it is determined whether an abnormal condition has occurred (set) or not, and if it is determined that an abnormal condition has not occurred (No), the process proceeds to step S4-8, and if it is determined that an abnormal condition has occurred (Yes), the process proceeds to step S4-19. Here, it is determined whether or not an abnormal state has occurred based on the gaming machine status flag acquired in step S4-5. At this time, if the acquired gaming machine status flag is a value corresponding to any of the setting abnormal state, the RAM abnormal state, and the backup abnormal state, it is determined that an abnormal state has occurred. If the acquired gaming machine status flag is not a value corresponding to any of the setting abnormal state, the RAM abnormal state, and the backup abnormal state, it is determined that an abnormal state has not occurred.
[0170] In step S4-8, a setting-related process is executed, and the process proceeds to step S4-19. The setting-related process will be described later. In step S4-9, a timer update process is executed, and the process proceeds to step S4-10. In the timer update process, various timers are updated. Specifically, in the timer update process, the values of various timer counters (special game timer, normal game timer, security timer, etc.) are updated. In step S4-10, an initial value random number update process is executed, and the process proceeds to step S4-11. The initial value random number update process in step S4-10 is the same process as the initial value random number update process in step S2-2. Specifically, in the initial value random number update process, the value of a loop counter for generating an initial value random number is updated. In step S4-11, a winning symbol random number update process is executed, and the process proceeds to step S4-12. In the winning symbol random number update process, the value of a loop counter for generating a winning symbol random number among software random numbers is updated. In step S4-12, a switch management process is executed, and the process proceeds to step S4-13. In the switch management process, processes (such as obtaining various random numbers) are executed according to the state (detection of ON state or not) of each of the switches 101, 102a, 102b, 104, and 110. The switch management process will be described later.
[0171] In step S4-13, a special game management process is executed, and the process proceeds to step S4-14. In the special game management process, the operation of the special chart display device (special chart 1 display device and special chart 2 display device) and the operation of the special electric role objects 54a and 55a are managed. The special game management process will be described later. In step S4-14, a normal game management process is executed, and the process proceeds to step S4-15. In the normal game management process, the operation of the normal map display device and the operation of the normal electric role object 53a are managed. The normal game management process will be described later. In step S4-15, a state management process is executed, and the process proceeds to step S4-16. In the state management process, various errors (abnormal states) are judged, and settings are made according to the judgment results. In step S4-16, a winning port switch process is executed, and the process proceeds to step S4-17. In the winning port switch process, a process (such as updating various counters) is executed according to the state (presence or absence of detection of an on state) of each of the switches 101, 102a, 102b, 103a, 103b, 105, and 106.
[0172] In step S4-17, the payout control management process is executed, and the process proceeds to step S4-18. In the payout control management process, a payout command is generated based on the value of the prize ball control counter set in step S4-16, and the generated payout command is transmitted. In this embodiment, the prize ball control counters include a prize ball control counter 1 in which the number of ball game balls that have entered the first large prize opening 54 is stored, a prize ball control counter 2 in which the number of ball game balls that have entered the second large prize opening 55 is stored, a prize ball control counter 3 in which the number of ball game balls that have entered the left other prize openings 57a to 57c is stored, a prize ball control counter 4 in which the number of ball game balls that have entered the right other prize opening 56 is stored, a prize ball control counter 5 in which the number of ball game balls that have entered the first start opening 51 is stored, a prize ball control counter 6 in which the number of ball game balls that have entered the second start opening 52 is stored, and a prize ball control counter 7 in which the number of ball game balls that have entered the third start opening 53 is stored.
[0173] In the payout control management process, first, it is determined whether the value of the prize ball control counter 1 is "1" or more. If it is determined that the value of the prize ball control counter 1 is "1" or more, a payout command specifying the payout of a predetermined number of prize balls (14 [balls] in this embodiment) is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. After that, when the payout of the prize balls by the game ball payout device 440 is completed, the payout control board 400 transmits a main command specifying the completion of the payout to the main control board 200. Then, in response to receiving the main command specifying the completion of the payout, "1" is subtracted from the value of the prize ball control counter 1.
[0174] Next, it is determined whether the value of the prize ball control counter 2 is "1" or more. If it is determined that the value of the prize ball control counter 2 is "1" or more, a payout command specifying the payout of a predetermined number of prize balls (10 [balls] in this embodiment) is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. After that, when the payout of the prize balls by the game ball payout device 440 is completed, the payout control board 400 transmits a main command specifying the completion of the payout to the main control board 200. Then, in response to receiving the main command specifying the completion of the payout, "1" is subtracted from the value of the prize ball control counter 2. Next, it is determined whether the value of the prize ball control counter 3 is "1" or more. If it is determined that the value of the prize ball control counter 3 is "1" or more, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 4 [balls]) is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. After that, "1" is subtracted from the value of the prize ball control counter 3 in response to receiving a main command specifying the completion of the payout.
[0175] Next, it is determined whether the value of the prize ball control counter 4 is "1" or more. If it is determined that the value of the prize ball control counter 4 is "1" or more, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 1 [ball]) is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. After that, "1" is subtracted from the value of the prize ball control counter 4 in response to receiving a main command specifying the completion of the payout. Next, it is determined whether the value of the prize ball control counter 5 is "1" or more. If it is determined that the value of the prize ball control counter 5 is "1" or more, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 4 [balls]) is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. After that, "1" is subtracted from the value of the prize ball control counter 5 in response to receiving a main command specifying the completion of the payout.
[0176] Next, it is determined whether the value of the prize ball control counter 6 is "1" or more. If it is determined that the value of the prize ball control counter 6 is "1" or more, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 1 [ball]) is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. After that, "1" is subtracted from the value of the prize ball control counter 6 in response to receiving a main command specifying the completion of the payout. Next, it is determined whether the value of the prize ball control counter 7 is "1" or more. If it is determined that the value of the prize ball control counter 7 is "1" or more, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 4 [balls]) is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. After that, "1" is subtracted from the value of the prize ball control counter 7 in response to receiving a main command specifying the completion of the payout.
[0177] In step S4-18, a launch position designation management process is executed, and the process proceeds to step S4-19. In the launch position designation management process, a process related to the designation of the launch position is executed. Specifically, in the launch position designation management process, when a state that designates the launch of the game ball to the left path is changed to a state that designates the launch of the game ball to the right path (such as when a big win game state starts), the launch position designation flag area of the RAM 230 is set to "1", and a subcommand designating the launch of the game ball to the right path is stored in the subcommand output request buffer of the RAM 230. As a result, the subcommand designating the launch of the game ball to the right path is transmitted to the performance control board 300. On the other hand, when changing from a state specifying the launch of the game ball onto the right path to a state specifying the launch of the game ball onto the left path (such as when the time-saving control ends), the launch position designation flag area of RAM 230 is set to "0". In this embodiment, when "game state A" occurs, "0" is set in the launch position designation flag area, and information designating the left-hand path as the path along which the game ball should be shot is displayed on the right-hand hit display device. On the other hand, when "game state B," "game state C," or "game state D" occurs, "1" is set in the launch position designation flag area, and information designating the right-side path as the path along which the game ball should be shot is displayed on the right-hand hit display device.
[0178] In step S4-19, an external information management process is executed, and the process proceeds to step S4-20. In the external information management process, external information (external signals) to be output to the hall computer (or data display device) is set. In this embodiment, external information output from the pachinko machine 1 to an external device (such as a hall computer, electronic device such as a data display device) includes information on the number of times a pattern has been determined, information on the start port, information on a jackpot, security information, information on the number of payouts from the out port, information on error occurrence, etc. The "symbol determination count information" is external information on the number of times the special symbol lottery (variable display and stop display of special symbols) is executed. The CPU 210 outputs an external signal corresponding to the symbol determination count information to the hall computer (or data display device) every time the number of times the special symbol stop display is executed reaches a predetermined number. The "start gate information" is external information related to the entry of game balls into the start gates 51 to 53. The CPU 210 outputs an external signal corresponding to the start gate information to the hall computer (or a data display device) every time the on state of the detection signal input from the start gate switches 101, 102a, and 102b is detected.
[0179] The "jackpot information" is external information related to the occurrence of a jackpot gaming state. The main control board 200 outputs an external signal corresponding to the jackpot information to the hall computer (or a data display device) every time a jackpot gaming state occurs. The "outlet payout information" is external information related to the number of game balls discharged from the discharge path (or the number of game balls discharged from the outlet 58). The CPU 210 outputs an external signal corresponding to the outlet payout number information to the hall computer every time the value of the out ball number counter for external information reaches a predetermined value. The "security information" is external information indicating that a setting change state is occurring, that a setting confirmation state is occurring, or that various errors (abnormalities) are occurring. When the value of the security timer is "1" or greater, the CPU 210 outputs an external signal corresponding to the security information to the hall computer.
[0180] In the external information management process, it is determined whether the value of the external information determination count counter has reached a predetermined value (1 [times] in this embodiment). Then, if it is determined that the value of the external information determination count counter has reached the predetermined value, the pattern determination count information (external signal) is stored in the port output request buffer of the RAM 230. Then, the predetermined value (1 [times] in this embodiment) is subtracted from the value of the external information determination count counter. As a result, the pattern determination count information (external signal) is output to the hall computer. Furthermore, in the external information management process, it is determined whether the value of the start port ball entry count counter for external information has reached a predetermined value (in this embodiment, 1 [time]). Then, if it is determined that the value of the start port ball entry count counter for external information has reached the predetermined value, the start port information (external signal) is stored in the port output request buffer of RAM 230. Then, a predetermined value (in this embodiment, 1 [time]) is subtracted from the value of the start port ball entry count counter for external information. As a result, the start port information (external signal) is output to the hall computer. In addition, in the external information management process, it is determined whether the value of the external information jackpot count counter has reached a predetermined value (1 [time] in this embodiment). If it is determined that the value of the external information jackpot count counter has reached the predetermined value, the jackpot information (external signal) is stored in the port output request buffer of the RAM 230. After that, the predetermined value (1 [time] in this embodiment) is subtracted from the value of the external information jackpot count counter. This causes the jackpot information (external signal) to be output to the hall computer. Furthermore, in the external information management process, it is determined whether the value of the out ball count counter for external information has reached a predetermined value (10 [balls] in this embodiment). Then, if it is determined that the value of the out ball count counter for external information has reached the predetermined value, the out port payout information (external signal) is stored in the port output request buffer of RAM 230. Then, the predetermined value (10 [balls] in this embodiment) is subtracted from the value of the out ball count counter for external information. As a result, the out port payout information (external signal) is output to the hall computer. In addition, in the external information management process, it is determined whether or not the value (gaming machine state flag) stored in the gaming machine state flag area of the RAM 230 corresponds to a playable state. Then, if it is determined that the value stored in the gaming machine status flag area is not a value corresponding to a playable status (determined to be a value corresponding to a setting change status, a setting confirmation status, a setting abnormal status, a RAM abnormal status, or a backup abnormal status), the security information is stored in the port output request buffer of the RAM 230. As a result, the security information (external signal) is output to the hall computer. Furthermore, in the external information management process, it is determined whether the value of the security timer is equal to or greater than "1". If it is determined that the value of the security timer is equal to or greater than "1", the security information is stored in the port output request buffer of the RAM 230. As a result, the security information (external signal) is output to the hall computer.
[0181] In step S4-20, an LED display setting process is executed, and the process proceeds to step S4-21. In the LED display setting process, display data to be output to the main display device 60 or the performance display device 206 is set. The RAM 230 includes a common 0 output request buffer (8 bits), a common 1 output request buffer (8 bits), a common 2 output request buffer (8 bits), and a common 3 output request buffer (8 bits). In the LED display setting process, first, the common 2 output request buffer is cleared (initialized), and the common 3 output request buffer is also cleared (initialized). Specifically, each bit value of the common 2 output request buffer is set to "0", and each bit value of the common 3 output request buffer is set to "0". Next, the gaming machine status flag stored in the gaming machine status flag area of the RAM 230 is obtained. Then, if the acquired gaming machine status flag is a value corresponding to a playable state, a normal state display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag is a value corresponding to a setting change state, a setting change time display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag is a value corresponding to a setting confirmation state, a setting confirmation time display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag is a value corresponding to an abnormal state (setting abnormal state, RAM abnormal state, or backup abnormal state), an abnormal state display data setting process described later is executed.
[0182] In the normal display data setting process, first, the value of the special chart 1 display pattern counter is obtained, and the display data (8 bits) corresponding to the obtained value of the special chart 1 display pattern counter is set in the common 0 output request buffer. As a result, among the light-emitting elements constituting the main display device 60, the first special symbol is displayed by LED1 to LED8. Next, the value of the special chart 2 display pattern counter is obtained, and the display data (8 bits) corresponding to the obtained value of the special chart 2 display pattern counter is set in the common 1 output request buffer. As a result, among the light-emitting elements constituting the main display device 60, the LED9 to LED16 display the second special symbol. Next, the value of the regular display pattern counter is obtained, and the display data corresponding to the obtained value of the regular display pattern counter is set as output data a. Next, it is determined whether the value set in the special game phase flag area of RAM230 when a win occurs is a value specifying one of the following special game phases: "state before large prize opening is opened on jackpot", "state controlled to open large prize opening on jackpot", "state effective for closing large prize opening on jackpot", "waiting state for end of large prize opening opening on jackpot", "state before large prize opening is opened on small hit", "state controlled to open large prize opening on small hit", "state effective for closing large prize opening on small hit", and "waiting state for end of large prize opening opening on small hit". Then, if it is determined that the value set in the special game phase flag area when winning is a value specifying one of the special game phases among "state before large prize opening is activated on jackpot", "state controlled by opening of large prize opening on jackpot", "state enabling closing of large prize opening on jackpot", "waiting state for end of opening of large prize opening on jackpot", "state before opening of large prize opening on small hit", "state controlled by opening of large prize opening on small hit", "state enabling closing of large prize opening on small hit" and "waiting state for end of opening of large prize opening on small hit", the value set in the special pattern determination flag area of RAM230 (a value corresponding to the type of jackpot pattern) is obtained, and the display data corresponding to the obtained value is set as output data b. On the other hand, when it is determined that the value set in the special game phase flag area at the time of winning is a value designating the "special electric device non-operating state", the output data b is not set. Next, the value set in the launch position designation flag area of the RAM 230 is obtained, and the display data corresponding to the obtained value is set as the output data c. Next, the display data (8 bits) obtained by logically ORing the output data a to output data c is set in the common 2 output request buffer. As a result, of the light-emitting elements that make up the main display device 60, LEDs 17 and 18 display normal symbols, LEDs 19 to 23 display the number of rounds of play to be executed during a big win game state or a small win game state (the type of big win game state or the type of small win game state), and LED 24 displays the path along which the game ball should be shot (the left path or the right path). Next, the value of the special chart 1 pending number counter is obtained, and the display data corresponding to the obtained value is set as output data d. Next, the value of the special chart 2 reserved number counter is obtained, and the display data corresponding to the obtained value is set as output data e. Next, the value of the normal map pending number counter is obtained, and the display data corresponding to the obtained value is set as output data f. Next, it is determined whether the power supply has been restored. Then, when it is determined that the power has been restored, the value set in the special chart high probability state flag area is acquired, and the display data corresponding to the acquired value is set as output data g. On the other hand, if it is determined that the power has not been restored, the output data g is not set. Next, the value set in the time-saving control flag area of the RAM 230 is obtained, and the display data corresponding to the obtained value is set as the output data h. Next, the display data (8 bits) obtained by ORing the output data d to output data h is set in the common 3 output request buffer. As a result, of the light-emitting elements that make up the main display device 60, LEDs 25 and 26 display the number of reserved special chart 1, LEDs 27 and 28 display the number of reserved special chart 2, LEDs 29 and 30 display the number of reserved regular charts, LED 31 displays the game status when the power is restored (when a high probability state for special charts is occurring or when a low probability state for special charts is occurring), and LED 32 displays the current game status (time-saving control is being executed or stopped).
[0183] In the setting change display data setting process, information indicating that a setting change state is occurring is set in the common 0 output request buffer to the common 2 output request buffer, and information indicating the setting value stored in the setting value area of RAM 230 is set in the common 3 output request buffer. Specifically, the display data (8 bits) of "r" is set in the common 0 output request buffer, the display data (8 bits) of "n." is set in the common 1 output request buffer, the display data (8 bits) of "- " is set in the common 2 output request buffer, and the display data corresponding to the setting value stored in the setting value area of RAM 230 is set in the common 3 output request buffer. As a result, of the light-emitting elements that make up the performance display device 206, LED33 to LED40 display the letter "r", LED41 to LED48 display the letter "n.", LED49 to LED56 display the letter "-", and LED57 to LED64 display a number indicating the set value.
[0184] In the display data setting process during setting confirmation, information indicating that the setting confirmation state is occurring is set in the common 0 output request buffer to the common 2 output request buffer, and information indicating the setting value stored in the setting value area of RAM 230 is set in the common 3 output request buffer. Specifically, the display data (8 bits) of "r" is set in the common 0 output request buffer, the display data (8 bits) of "n." is set in the common 1 output request buffer, and the display data corresponding to the setting value stored in the setting value area of RAM 230 is set in the common 3 output request buffer. Note that no display data is set for the common 2 output request buffer (it remains at the clear value). As a result, among the light-emitting elements constituting the performance display device 206, LED33 to LED40 display the letter "r", LED41 to LED48 display the letter "n.", and LED57 to LED64 display numbers indicating the set value. Note that LED49 to LED56 are turned off.
[0185] In the abnormality display data setting process, information indicating that an abnormal state (setting abnormal state, RAM abnormal state, or backup abnormal state) is occurring is set in the common 0 output request buffer to the common 2 output request buffer, and an error code corresponding to the abnormality that has occurred is set in the common 3 output request buffer. Specifically, the display data (8 bits) for "E" is set in the common 0 output request buffer, the display data (8 bits) for "r." is set in the common 1 output request buffer, and the display data (error code) corresponding to the abnormal state that has occurred (setting abnormal state, RAM abnormal state, or backup abnormal state) is set in the common 3 output request buffer. Note that no display data is set for the common 2 output request buffer (it remains at the clear value). As a result, among the light-emitting elements constituting the performance display device 206, LED33 to LED40 display the letter "E," LED41 to LED48 display the letter "r," and LED57 to LED64 display a number indicating an error code. Note that LED49 to LED56 are turned off.
[0186] In step S4-21, a solenoid data setting process is executed, and the process proceeds to step S4-22. In the solenoid data setting process, the control data (drive data) to be output to each of the solenoids 64, 65a, 65b, 66 is stored (set) in the port output request buffer of the RAM 230. In step S4-22, a port output process is executed, and the process proceeds to step S4-23. In the port output process, various signals are output to the hall computer, the solenoids 64, 65a, 65b, 66, and the like. Specifically, in the port output process, various information (external signals, control signals, etc.) set in the port output request buffer are output to the output port 205 (output port 2, output port 3). As a result, the external signals set in the port output request buffer are output to the hall computer. Also, the solenoids 64, 65a, 65b, 66 are driven and controlled based on the drive signals set in the port output request buffer. In step S4-23, an interrupt disable process is executed, and the process proceeds to step S4-24. In the interrupt disable process, an interrupt disable state is set to disable interrupts from other processes. As a result, while the interrupt disable state is set, the execution of the power cut-off save process, timer interrupt process, and the like, which will be described later, is prohibited.
[0187] In step S4-24, a test signal output process is executed, and the process proceeds to step S4-25. In the test signal output process, information for testing (test signal) is set. The test signal output process is based on a program for executing the process related to the test defined by the gaming machine regulations. That is, the test signal output process is based on a program stored in the unused area m2 (program area) of the ROM 220. The test signal tube is called during the execution of the timer interrupt process. Specifically, in the test signal output process, test information (test signal) indicating the internal state (jackpot game state, execution status of time-saving control, probability state of special pattern lottery, etc.) is stored in the port output request buffer of RAM 230. In step S4-25, a performance display device control process is executed, and the process proceeds to step S4-26, which will be described later. In step S4-26, a register restore process is executed, the series of processes is terminated, and the process returns to the original process. In the register restore process, the register values saved in step S4-1 are restored. After the register restore process is completed, the process returns to the main loop process (the program address indicated by the stack pointer).
[0188] (Dynamic port output processing) Next, the dynamic port output process in step S4-3 will be described. FIG. 15 is a flowchart showing the dynamic port output process. When the dynamic port output process is executed in step S4-3, the process first proceeds to step S29-1, as shown in FIG. In step S29-1, an output data clear process is executed, and the process proceeds to step S29-2. In the output data clear process, the A register is cleared (initialized). Specifically, each bit value of the A register is set to "0." In step S29-2, a main display device data output process is executed, and the process proceeds to step S29-3. In the main display device data output process, the value of the A register (the value cleared in step S29-1) is output to output port 0. As a result, output port 0 is cleared (initialized), and each data signal ("SEGDATA0" to "SEGDATA7") for controlling the lighting of the main display device 60 goes to low level. In step S29-3, a performance display device data output process is executed, and the process proceeds to step S29-4. In the performance display device data output process, the value of the A register (the value cleared in step S29-1) is output to output port 4. This clears (initializes) output port 4, and each data signal ("7SEGDATA0" to "7SEGDATA7") for controlling the lighting of the performance display device 206 goes low.
[0189] In step S29-4, a common selection process is executed, and the process proceeds to step S29-5. In the common selection process, the value of the common counter is updated. Specifically, in the common selection process, it is determined whether the value of the common counter has reached an upper limit value (in this embodiment, "3") or not. If it is determined that the value of the common counter has not reached the upper limit value, "1" is added to the value of the common counter. On the other hand, if it is determined that the value of the common counter has reached the upper limit value, a predetermined initial value (in this embodiment, "0") is set as the value of the common counter. In step S29-5, a common output process is executed, and the process proceeds to step S29-6. In the common output process, output data corresponding to the value of the common counter is output to output port 1. Specifically, in the common output process, when the value of the common counter is "0", output data in which "COM0" is at high level and "COM1", "COM2", and "COM3" are at low level is output to output port 1. As a result, "COM0" is selected (output) from among "COM0" to "COM3". On the other hand, if the common counter value is "1", output data that sets "COM1" to high level and "COM0", "COM2", and "...
Claims
1. A molded article including a passage for a gaming medium; The molded product includes a front plate and a pair of wall plates erected on the back surface of the front plate, The passage is formed between the pair of wall panels, A gaming machine characterized in that a pin mark of an ejection pin is arranged at a position on the back surface of the front panel that avoids the inner surface of the passage.
2. An amusement machine as described in claim 1, characterized in that a plurality of the pin marks are formed so as to sandwich the passage.
Citation Information
Patent Citations
injection mold
JP1994050829U
Game machine
JP2015029640A
Game board of game machine
JP2018198646A
Game machine
JP2021094182A
Game machine
JP2021122654A